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Search found 19 matches

by GHzGangster
Tue Mar 31, 2015 4:07 pm
Forum: Game Archive
Topic: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archive
Replies: 1634
Views: 589217

Re: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archiv

Most MGS4 files are not encrypted, just in it's own format, though I'm pretty sure some of the .dats are encrypted. MGO2 files on the other hand, are encrypted. I think you got confused with the filename hashing, which someone said was the same for MGS3 and MGS4 (and GZ?) somewhere. I believe a lot ...
by GHzGangster
Thu Oct 02, 2014 11:55 pm
Forum: 3D/2D models
Topic: [PS3] Metal Gear Solid 4 (.MDN) [Maxscript]
Replies: 64
Views: 47512

Re: [PS3] Metal Gear Solid 4 (.MDN) [Maxscript]

i have not looked into the geom data as of yet. Mainly because i have not finished implementing everything related to mesh, texture, and animation data yet. The gcx files are related to scripting. i have not looked into those much either. i'll see if i can find the method(s) that process geom data ...
by GHzGangster
Sat Sep 27, 2014 3:18 pm
Forum: 3D/2D models
Topic: [PS3] Metal Gear Solid 4 (.MDN) [Maxscript]
Replies: 64
Views: 47512

Re: [PS3] Metal Gear Solid 4 (.MDN) [Maxscript]

Have you looked at stage collision data, or anything similar at all, revelation? Jay and I have been looking into custom stages on MGS4/MGO2–we've been able to do some things like texture modification, object swapping, and .GEOM swapping. The .GEOMs seem to contain the collision data among other thi...
by GHzGangster
Fri Aug 22, 2014 9:35 pm
Forum: Code Talk
Topic: Virtual PS2 debugging
Replies: 10
Views: 11296

Re: Virtual PS2 debugging

I know this is probably not quite what you were looking for, but if you wish to debug a retail PS2, you can use Kermit DBG by SilverBull of ASSEMblergames. It's the only debugging solution I could find for the PS2, other than buying a TOOL. It's quite useful, but it does have it's issues, from what ...