You can actually listen directly to the PS3 audio (just rename to .mp3) and use a player that support partial files (like VLC). I've seen that OpenIV has a working audio explorer/extractor, but i'm not sure when (If) is going to be released.AchillesPDX wrote:Is anyone working on converting the music (specifically the score) to anything that's listenable? Any information or help on this front would be most appreciated. The Tangerine Dream score is really fantastic.
Important information: this site is currently scheduled to go offline indefinitely by end of the year.
[PS3/ X360] GTA V resource research & software development
-
- beginner
- Posts: 22
- Joined: Wed Jan 21, 2009 11:20 pm
- Has thanked: 1 time
- Been thanked: 2 times
Re: [PS3/ X360] GTA V resource research & software developme
-
- n00b
- Posts: 13
- Joined: Fri Sep 20, 2013 3:52 pm
- Has thanked: 1 time
Re: [PS3/ X360] GTA V resource research & software developme
How will we know when things are updated in kornto's program?
-
- advanced
- Posts: 61
- Joined: Sat Jun 23, 2007 9:53 pm
- Has thanked: 6 times
- Been thanked: 37 times
Re: [PS3/ X360] GTA V resource research & software developme
LibertyV Update:
Resources can be imported now.
There is a new import files window, that give you the options to choose how to import files.
An important note about importing resources:
You can now choose how to export resources, and the default way is RSC7. (It is easier than working with two files)
But they only way to import them right now is RSC7.
RSC7 is a fake container that I created, I saw it in the binary of gta 5, but it doesn't seems that they use it in files.
The structure is:
4 bytes RSC7
DWORD - version
DWORD - system flag
DWORD - graphics flag
The 4 lest bits of each flag represent together the byte of the version.
The other bits represents size with this calculation:
Where base size is 0x2000 in xbox, and 0x1000/0x1580 for system/graphics in ps3.
Maybe I should use another container? for example instead the flags, hold the sizes, and than my program will pad it/do the reverse calculation?
What do you say? In order to import I need the graphics/system parts sizes and the version.
Resources can be imported now.
There is a new import files window, that give you the options to choose how to import files.
An important note about importing resources:
You can now choose how to export resources, and the default way is RSC7. (It is easier than working with two files)
But they only way to import them right now is RSC7.
RSC7 is a fake container that I created, I saw it in the binary of gta 5, but it doesn't seems that they use it in files.
The structure is:
4 bytes RSC7
DWORD - version
DWORD - system flag
DWORD - graphics flag
The 4 lest bits of each flag represent together the byte of the version.
The other bits represents size with this calculation:
Code: Select all
newBaseSize = baseSize << (int)(flag & 0xf);
int size = (int)((((flag >> 17) & 0x7f) + (((flag >> 11) & 0x3f) << 1) + (((flag >> 7) & 0xf) << 2) + (((flag >> 5) & 0x3) << 3) + (((flag >> 4) & 0x1) << 4)) * newBaseSize );
for (int i = 0; i < 4; ++i)
{
size += (((flag >> (24 + i)) & 1) == 1) ? (newBaseSize >> (1 + i)) : 0;
}
return size;
Maybe I should use another container? for example instead the flags, hold the sizes, and than my program will pad it/do the reverse calculation?
What do you say? In order to import I need the graphics/system parts sizes and the version.
-
- ultra-n00b
- Posts: 6
- Joined: Sun Feb 27, 2011 6:45 pm
- Has thanked: 2 times
- Been thanked: 1 time
Re: [PS3/ X360] GTA V resource research & software developme
I was looking into the .xsc files and they seem like they're compiled. I had an hour to myself and mapped some stuff, maybe someone else has a better idea?
Code: Select all
XSC.sys file format
-----------------
0x00 - 0x03 - Header (0x34274500)
0x04 - Padding (0x50)
0x05 - 0x07 - Size 1
0x08 - Padding (0x50)
0x09 - 0x0B - Size 2
0x0C - 0x0F - Magic? (0xFDF69E36)
0x10 - 0x13 - Size of Script (starting with (byte 0x2D -> byte 0x2E) with 2 nulls
0x14 - 0x17 - Padding (0x00)
0x18 - 0x1B - Size (?)
0x1C - 0x1F - Padding (0x00)
0x20 - 0x23 - Size (?)
0x24 - Padding (0x50)
0x25 - 0x27 - Size (?)
0x28 - 0x2B - Padding (0x00)
0x2C - Padding (0x50)
0x2D - 0x2F - Size (?)
0x30 - 0x33 - Padding (0x00)
0x34 - 0x37 - Padding (0x00)
0x38 - 0x3B - Checksum (probably CRC32)
0x3C- 0x3F - Count (?)
0x40 - Padding (0x50)
0x41 - 0x43 - Offset of string table.
0x44 - Padding (0x50)
0x45 - 0x47 - Offset of data/flags for string table (?)
0x48 - 0x4B - Padding (0x00)
0x4C - 0x4F - Padding (0x00)
0x50 - Start of Script.
if 0x50 not start of script
0x50 - Padding (0x50)
0x51 - 0x53 - Offset of start of script.
-
- beginner
- Posts: 21
- Joined: Sat Feb 25, 2012 2:43 pm
- Has thanked: 6 times
- Been thanked: 2 times
Re: [PS3/ X360] GTA V resource research & software developme
Glad you started another thread.
Is anyone working on a .ctf script right now? Is there any difference between the 2 consoles? I saw that Chipicao had the basic vertex/faces done. A release of that would be great, even in its current state, for finding out what odd named models are.
Is anyone working on a .ctf script right now? Is there any difference between the 2 consoles? I saw that Chipicao had the basic vertex/faces done. A release of that would be great, even in its current state, for finding out what odd named models are.
-
- Moderator
- Posts: 954
- Joined: Sun Mar 27, 2011 8:42 pm
- Has thanked: 10 times
- Been thanked: 161 times
Re: [PS3/ X360] GTA V resource research & software developme
oG Goddess wrote:How will we know when things are updated in kornto's program?
You have to follow SVN revisions!
Quick BMS Editor GUI - simple easy to use
Goto : viewtopic.php?uid=34229&f=29&t=6797&start=0
Downloads from DropBox : https://dl.dropboxusercontent.com/u/
Goto : viewtopic.php?uid=34229&f=29&t=6797&start=0
Downloads from DropBox : https://dl.dropboxusercontent.com/u/
-
- advanced
- Posts: 61
- Joined: Sat Jun 23, 2007 9:53 pm
- Has thanked: 6 times
- Been thanked: 37 times
Re: [PS3/ X360] GTA V resource research & software developme
https://code.google.com/p/gtav-modding/source/listoG Goddess wrote:How will we know when things are updated in kornto's program?
And if it is a big change, I write a post here.
Re: [PS3/ X360] GTA V resource research & software developme
edit: out of date
https://blog.gib.me/
Don't ask me about localization tools; if you don't have the resources to develop them yourself you don't need them.
Don't ask me about localization tools; if you don't have the resources to develop them yourself you don't need them.
-
- ultra-n00b
- Posts: 9
- Joined: Thu Aug 22, 2013 6:44 pm
- Been thanked: 1 time
Re: [PS3/ X360] GTA V resource research & software developme
@Rick
Your right on the native imports, they are only added to the list once if they are called into the script so there isn't duplicate code. Also one of those pointers takes you to a list of int32's, which I think are the 'local', variables.
EDIT: An example of the scripting language they used was left in Disc 2 > Common.RPF "main.sc"
Your right on the native imports, they are only added to the list once if they are called into the script so there isn't duplicate code. Also one of those pointers takes you to a list of int32's, which I think are the 'local', variables.
EDIT: An example of the scripting language they used was left in Disc 2 > Common.RPF "main.sc"
-
- ultra-n00b
- Posts: 6
- Joined: Sun Feb 27, 2011 6:45 pm
- Has thanked: 2 times
- Been thanked: 1 time
Re: [PS3/ X360] GTA V resource research & software developme
Holy shit.Rick wrote:edit: cleaned up opcode names, added calln/callf/some others.xI cHOcOLaTe wrote:I was looking into the .xsc files and they seem like they're compiled. I had an hour to myself and mapped some stuff, maybe someone else has a better idea?
-
- M-M-M-Monster veteran
- Posts: 1823
- Joined: Wed Mar 31, 2010 6:54 am
- Has thanked: 92 times
- Been thanked: 1058 times
Re: [PS3/ X360] GTA V resource research & software developme
Label names > total found 17680
to Rick: Yep used Jankins hash.
to Rick: Yep used Jankins hash.
You do not have the required permissions to view the files attached to this post.
My Github repo
-
- M-M-M-Monster veteran
- Posts: 1823
- Joined: Wed Mar 31, 2010 6:54 am
- Has thanked: 92 times
- Been thanked: 1058 times
Re: [PS3/ X360] GTA V resource research & software developme
Natives from IV. I think some are used in V
You do not have the required permissions to view the files attached to this post.
My Github repo
-
- M-M-M-Monster veteran
- Posts: 1823
- Joined: Wed Mar 31, 2010 6:54 am
- Has thanked: 92 times
- Been thanked: 1058 times
Re: [PS3/ X360] GTA V resource research & software developme
New labels + 3599
ps: can't edit posts WTF !
ps: can't edit posts WTF !
You do not have the required permissions to view the files attached to this post.
My Github repo