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DoDonPachi Resurrection TGA format

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destrator
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DoDonPachi Resurrection TGA format

Post by destrator »

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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Re: DoDonPachi Resurrection TGA format

Post by Acewell »

made a bms script to split the files from the bin :D

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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Re: DoDonPachi Resurrection TGA format

Post by destrator »

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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Re: DoDonPachi Resurrection TGA format

Post by Acewell »

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" (:
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