Page 2 of 15

Re: [PS3/ X360] GTA V resource research & software developme

Posted: Mon Sep 23, 2013 8:46 pm
by peshkohacka
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.
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.

Re: [PS3/ X360] GTA V resource research & software developme

Posted: Mon Sep 23, 2013 9:08 pm
by OrangeC
Yes we know we can play the files. But first the files need to be deinterleaved and splitted up.

Re: [PS3/ X360] GTA V resource research & software developme

Posted: Mon Sep 23, 2013 10:32 pm
by oG Goddess
How will we know when things are updated in kornto's program?

Re: [PS3/ X360] GTA V resource research & software developme

Posted: Mon Sep 23, 2013 10:37 pm
by kornto
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:

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;
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.

Re: [PS3/ X360] GTA V resource research & software developme

Posted: Tue Sep 24, 2013 12:50 am
by xI cHOcOLaTe
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.

Re: [PS3/ X360] GTA V resource research & software developme

Posted: Tue Sep 24, 2013 1:43 am
by SonofUgly
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.

Re: [PS3/ X360] GTA V resource research & software developme

Posted: Tue Sep 24, 2013 6:46 am
by michalss
oG Goddess wrote:How will we know when things are updated in kornto's program?

You have to follow SVN revisions!

Re: [PS3/ X360] GTA V resource research & software developme

Posted: Tue Sep 24, 2013 9:48 am
by kornto
oG Goddess wrote:How will we know when things are updated in kornto's program?
https://code.google.com/p/gtav-modding/source/list
And if it is a big change, I write a post here.

Re: [PS3/ X360] GTA V resource research & software developme

Posted: Tue Sep 24, 2013 10:34 am
by Rick
edit: out of date

Re: [PS3/ X360] GTA V resource research & software developme

Posted: Tue Sep 24, 2013 12:02 pm
by XBLToothPik
@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"

Re: [PS3/ X360] GTA V resource research & software developme

Posted: Tue Sep 24, 2013 1:41 pm
by xI cHOcOLaTe
Rick wrote:
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?
edit: cleaned up opcode names, added calln/callf/some others.
Holy shit.

Re: [PS3/ X360] GTA V resource research & software developme

Posted: Tue Sep 24, 2013 2:19 pm
by Ekey
Label names > total found 17680

to Rick: Yep used Jankins hash.

Re: [PS3/ X360] GTA V resource research & software developme

Posted: Tue Sep 24, 2013 2:33 pm
by Ekey
Natives from IV. I think some are used in V

Re: [PS3/ X360] GTA V resource research & software developme

Posted: Tue Sep 24, 2013 4:42 pm
by Ekey
New labels + 3599

ps: can't edit posts WTF ! :scaredy:

Re: [PS3/ X360] GTA V resource research & software developme

Posted: Wed Sep 25, 2013 4:25 am
by ZT111
-