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by DKDave
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...
by DKDave
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.
by DKDave
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.

Image
by DKDave
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.
by DKDave
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...
by DKDave
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...
by DKDave
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 ...
by DKDave
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.

Image
by DKDave
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.
by DKDave
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 ...
by DKDave
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.
by DKDave
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...
by DKDave
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...
by DKDave
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...
by DKDave
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.