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destrator
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Posts: 28 Joined: Tue Aug 30, 2011 4:25 am
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by destrator » Wed Oct 26, 2016 1:05 pm
There is one of .bin-containers with strange TGA files. It is from PC version of DoDonPachi Resurrection game.
http://rgho.st/89XsxHWf8
I think the content of .bin-file looks like follows:
Code: Select all
BigEndian();
DWORD Unknown0[2];
DWORD StartOfData <format=hex>;
DWORD NumberOfFiles;
DWORD Unknown[5];
struct Entry
{
DWORD Unknown10;
DWORD dataSize0;
DWORD dataSize;
DWORD Unknown12;
WORD Unknown1;
CHAR Name[0x102];
};
Entry files[NumberOfFiles];
local int i;
for(i = 0; i < NumberOfFiles; i++)
{
struct { BYTE data[files[i].dataSize ? files[i].dataSize : files[i].dataSize0]; } fileEntry <optimize=false>;
}
Here is a 010 Editor template. I have a problem with the opening of extracted TGA files. Is it TGA format or something else with .tga extention? Help me to figure out please.
Acewell
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by Acewell » Wed Oct 26, 2016 6:50 pm
made a bms script to split the files from the bin
Code: Select all
endian big
goto 0xc
get FILES long
goto 0x24
for i = 0 < Files
savepos TMP
get SKIP long
get SKIP long
get SIZE long
get OFFSET long
get SKIP short
get NAME string
log NAME OFFSET SIZE
math TMP + 0x114
goto TMP
next i
i don't know about the texture data though, it might be rle compressed or something
destrator
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Posts: 28 Joined: Tue Aug 30, 2011 4:25 am
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Post
by destrator » Wed Oct 26, 2016 9:28 pm
AceWell wrote:
i don't know about the texture data though, it might be rle compressed or something
Thanks, but already I have extracted files. I have a problem with the format of the texture only.
Acewell
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Posts: 1330 Joined: Wed Nov 05, 2008 12:16 pm
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by Acewell » Thu Oct 27, 2016 12:26 am
destrator wrote: Thanks, but already I have extracted files. I have a problem with the format of the texture only.
this i know, the bms script is for anyone who doesn't have or use "010 Editor"