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Search found 19 matches
- 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 ...
- 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 ...
- 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...
- 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 ...