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Search found 357 matches
- Fri Mar 12, 2021 12:02 am
- Forum: Game Archive
- Topic: [PS1] Action Man: Operation Extreme .DAT Archive
- Replies: 2
- Views: 1362
Re: [PS1] Action Man: Operation Extreme .DAT Archive
Just an update on this one. The file offsets are stored in the table at the start of the file. You can use this QuickBMS script to extract the raw files, but no filenames or file type info. Goto 4 Get ENTRIES Long For A = 1 To ENTRIES Get MISC1 Long Get OFFSET Long XMath OFFSET "(OFFSET * 0x800...
- Mon Mar 08, 2021 1:28 am
- Forum: Audio file formats
- Topic: X-COM Alliance .int sound file
- Replies: 8
- Views: 2047
Re: X-COM Alliance .int sound file
Yeah - unfortunately, I couldn't make much sense of them either. I've just had another look and still can't see anything obvious. I've tried a few different formats but none of them sounded like anything listenable.
- Mon Mar 08, 2021 12:54 am
- Forum: 3D/2D models
- Topic: UVB for the body part :(
- Replies: 4
- Views: 743
Re: UVB for the body part :(
I've done a quick Noesis script to display the whole model. No guarantee it'll work for other files (it might!), and I haven't got textures to test.
- Wed Mar 03, 2021 10:02 pm
- Forum: Audio file formats
- Topic: Playdead's INSIDE Wem files
- Replies: 2
- Views: 1336
Re: Playdead's INSIDE Wem files
The simplest way is to install Foobar and the vgmstream plugin. They play perfectly fine, and you can convert them to various formats from there.
- Wed Feb 24, 2021 2:03 pm
- Forum: Audio file formats
- Topic: WALL-E (PC) - SDX Audio files
- Replies: 2
- Views: 1342
Re: WALL-E (PC) - SDX Audio files
It looks like the codec is MS_IMA with an interleave of 0x24, and the audio data starts at 0x800 as you mentioned. The number of channels is unclear, but seems to be mono in all the samples I listened to. No idea what that header data is for. The sample rate is contained in the file table - offset 4...
- Tue Feb 23, 2021 9:35 pm
- Forum: 3D/2D models
- Topic: Aquadelic *.ybo
- Replies: 7
- Views: 1266
Re: Aquadelic *.ybo
Yeah. The reason it looks like there's duplicate lines is because there are exactly the same number of face index values as there are vertices, so a lot of vertices are stored more than once. You can see in a hex editor that there are a lot of duplicate coordinate entries - you can see this if you l...
- Tue Feb 23, 2021 9:06 pm
- Forum: 3D/2D models
- Topic: Aquadelic *.ybo
- Replies: 7
- Views: 1266
Re: Aquadelic *.ybo
The info at the start tells you the order of the values in the vertex table - "T2N3V3" - Texture: 2 floats, Normals: 3 floats, Vertex: 3 floats. Unusually, the data starts at 0x20 with UV values instead of vertex coordinates. I get this for the UVs, which doesn't look perfect, but I don't ...
- Fri Feb 19, 2021 9:07 pm
- Forum: Graphic file formats
- Topic: PS4 Grand Tour .dds
- Replies: 2
- Views: 1020
Re: PS4 Grand Tour .dds
They're PS4 swizzled and BC4 format, so if you use Rawtex on it, you get this - hopefully that's how it should be.
- Sun Feb 07, 2021 11:56 pm
- Forum: Audio file formats
- Topic: X-COM Alliance .int sound file
- Replies: 8
- Views: 2047
Re: X-COM Alliance .int sound file
It might be useful if you can upload a sample of 1 or 2 files.
- Fri Feb 05, 2021 6:07 pm
- Forum: Audio file formats
- Topic: .bank audio files from celeste custom mods zip
- Replies: 4
- Views: 2277
Re: .bank audio files from celeste custom mods zip
Firstly, download QuickBMS: http://aluigi.altervista.org/quickbms.htm - save my bms script somewhere you'll remember. I usually put them in the same folder as the data file to be extracted. If you run QuickBMS from the exe, it'll ask you to select the script, then the file (bgm.dat), then an output ...
- Fri Feb 05, 2021 5:38 pm
- Forum: Audio file formats
- Topic: .bank audio files from celeste custom mods zip
- Replies: 4
- Views: 2277
Re: .bank audio files from celeste custom mods zip
If you use my attached QuickBMS script to extract the FSB file, you can then drop that extracted FSB file straight into Foobar and vgmstream can play/convert the files as required.
- Mon Feb 01, 2021 11:36 pm
- Forum: 3D/2D models
- Topic: Brute Force (XBOX 2003) - Models
- Replies: 100
- Views: 12514
Re: Brute Force (XBOX 2003) - Models
The index to the files is stored inside the .xmb files (which weren't in the uploaded data), and then it all becomes a bit clearer. So in objects-e01.xmb, for example, at offset 0xbfb you've got 0x290 for the faces and 0x26 vertices at 0xb8acc. Seems like each entry is 0x39 bytes. Parts of these xmb...
- Thu Jan 28, 2021 9:03 pm
- Forum: 3D/2D models
- Topic: Allods online updated final request
- Replies: 40
- Views: 8045
Re: Allods online updated final request
It's certainly an odd format. While it's easy to get the data for the vertices, UVs and faces, there doesn't seem to be anything obvious referring to the actual mesh parts. In the case of the MountCar file, there are several tables after the face data, each with 0x44 entries - I can see tables for w...
- Wed Jan 27, 2021 8:26 pm
- Forum: Audio file formats
- Topic: Mechassault 1 and 2 Extracted Audio Problems
- Replies: 17
- Views: 6208
Re: Mechassault 1 and 2 Extracted Audio Problems
I hadn't extracted that movies.mgf previously, but it does have some .xsb files that match those .hdxwb files - so you can get the filenames for the sfxstream and voice - if you rename those other .hdxwb files to just .xwb you can drop them straight into Foobar instead. I'd already written my script...
- Wed Jan 27, 2021 1:59 pm
- Forum: Audio file formats
- Topic: Mechassault 1 and 2 Extracted Audio Problems
- Replies: 17
- Views: 6208
Re: Mechassault 1 and 2 Extracted Audio Problems
The .xwb files are fine. You can extract mgf archives with my attached script, and then you can drop the xwb files into Foobar to get the sounds.