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Search found 77 matches

by jasmine
Wed Aug 09, 2006 7:55 am
Forum: Graphic file formats
Topic: DDS file is scrambled up, how do I fix?
Replies: 5
Views: 4827

Here's a code algorithm for xbox swizzle and unswizzle void UnSwizzle(void *ReadArray, void *WriteArray,unsigned long int &ReadOffset,unsigned long int WriteOffset, unsigned long int SegWidth, unsigned long int SegHeight, unsigned long int DataWidth) { if(SegWidth == 2 && SegHeight == 2)...
by jasmine
Wed Aug 02, 2006 6:53 am
Forum: Old posts
Topic: Last version of XXIExplorer
Replies: 12
Views: 7692

Done.
by jasmine
Tue Aug 01, 2006 2:18 am
Forum: Old posts
Topic: Last version of XXIExplorer
Replies: 12
Views: 7692

Last version of XXIExplorer

Mr. Mouse,

Here's the last version of XXIExplorer that you can put host on the website if you would like. There is nothing new about this version, just the last one I worked on. Version 1.5.

http://rapidshare.de/files/27732908/XXI ... p.zip.html

jasmine
by jasmine
Thu Jul 06, 2006 4:55 am
Forum: Graphic file formats
Topic: .AIM Image format
Replies: 1
Views: 2816

The files with IMTC32 in the 64 byte header are 32 bit R8G8B8A8 textures. That is one byte for each color plus alpha. The size of the texture is an unsigned long int located at byte 60 of the header. Immediately following the texture are two unsigned long int representing the width and height respec...
by jasmine
Sat Jul 01, 2006 5:37 pm
Forum: Game Archive
Topic: GTA San Andreas
Replies: 2
Views: 1584

This has a lot of information:

http://www.forum.gtaxboxmods.com/
by jasmine
Tue Jun 13, 2006 11:08 pm
Forum: 3D/2D models
Topic: Help Needed - Raw 2
Replies: 4
Views: 3395

If it's an xbox, clear your cache on the x,y and z drives.
by jasmine
Tue Mar 14, 2006 2:34 am
Forum: 3D/2D models
Topic: Unreal engine mesh
Replies: 6
Views: 6249

Milkshape supports many game format conversions and is inexpensive.

http://www.swissquake.ch/chumbalum-soft/
by jasmine
Mon Mar 06, 2006 6:18 am
Forum: 3D/2D models
Topic: Re the announcement above.
Replies: 19
Views: 9331

I will definitely be visiting this section!
by jasmine
Sun Mar 05, 2006 4:36 pm
Forum: Graphic file formats
Topic: Graphic interpretation of file type.
Replies: 11
Views: 6383

Try the file below. It has really helped me a couple of times and is freeware.
by jasmine
Thu Mar 02, 2006 3:25 pm
Forum: Game Archive
Topic: Help RE4 PS2 GFX format
Replies: 10
Views: 4221

Here's the source code for a TIM2 Photoshop plug-in. It may help.
by jasmine
Tue Nov 15, 2005 3:55 am
Forum: Game Archive
Topic: Smackdow! vs Raw 2006!!! help please!!!
Replies: 13
Views: 10907

Compression of some type is being used on the textures. The format is similar to the original SvR but the compression technique is one that I am not familiar with.
by jasmine
Tue Aug 09, 2005 3:57 am
Forum: Game Archive
Topic: King Of Fighters pak format
Replies: 20
Views: 9506

This is how the KOF compression works. (All values in LittleEndian) The header of each section starts with 4 byte Magic "PK..", 504B 0002 in Hex. The next 4 bytes are the decompressed size followed by 8 bytes of NULLS(0's). The next byte is where the compression starts. I'll give some exam...
by jasmine
Sat Jul 30, 2005 9:38 pm
Forum: Game Archive
Topic: King Of Fighters pak format
Replies: 20
Views: 9506

Looks like I've discovered a little more. It appears the files use an LZSS variant. Does anyone know how to use zlib without allowing it to use the Huffman compression? Any suggestions, Mr. Mouse?
by jasmine
Fri Jul 29, 2005 1:58 pm
Forum: Game Archive
Topic: King Of Fighters pak format
Replies: 20
Views: 9506

Thanks for the response. I, too, am confused with the format of the control characters. This may just be one for the shelf.