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Graphic file formats

Get help on any and all graphical formats...

  1. Any tools for TGA / VRLE files from Syberia (PS2) (SLES_513.93)? https://rewiki.miraheze.org/wiki/Microids_VRLE Seems to be using some custom RLE compression. Syberia_PS2_TGA_Samples.zip

  2. Started by UZ.-,

    Hi everyone, could you please help me? I have the following .res files from the referenced game, and I haven’t been able to extract or unpack them properly. I’ve tried several QuickBMS scripts based on the .res extension, but it seems these files use a different format than the ones those scripts support. Dragon UnPACKer and Watto don’t work either—they don’t detect any images inside. I’ve attached a RAR with the .res files. Thanks in advance, I really appreciate it! SEVEN KINGDOMS 2.rar

  3. Hello everyone, I need some help extracting/unpacking this .gpk file. It belongs to the game mentioned in the title and is quite old. I haven’t been able to unpack it, even with the help of AI. Here is the latest summary from Claude, and I’ve attached the QuickBMS script it generated—but the extracted images are corrupted. Thanks in advance, I really appreciate any help! +Q+ File Structure Offset 0x00: DWORD = 15 (number of entries in the table) Offset 0x04: DWORD = 0 (unknown / padding) Offset 0x08: DWORD[15] → absolute offsets to cursors 1–15 (cursor 0 is implicit, located right after the header at 0x44) From 0x44 onward: 16…

  4. Hello everyone, I hope you’re doing well. I’m looking for some help or guidance on how to convert these SPR files into TGA, DDS, or PNG formats. They belong to the referenced game, and unfortunately I haven’t had much success using common tools like Dragon UnPACKer, QuickBMS, Watto Extractor, or Magic Viewer. I’ve also tried a few utilities for inspecting different image formats, but I’m not very familiar with how to properly use them since I don’t have a programming background. If anyone could point me in the right direction or suggest a method or tool that might work, I would really appreciate it. I’ve attached the SPR files along with the PAL files …

  5. Hello everyone, I’m kindly asking for your help. I have these textures in DDS format, but I’m unable to view them—they appear to be corrupted. However, the tool I used to extract them is specifically designed for this game’s original file format (.h2o). From what I understand, the file header does not start like a standard DDS header, but instead uses a different one. Could anyone help me figure out how to properly read or visualize these DDS files? I’m also attaching a RAR file containing all the DDS files. I would really appreciate any guidance. Thank you very much in advance! LORDS OF THE RING WOTG dds.rar

  6. Any chance of extracting or converting these?: https://ia801901.us.archive.org/view_archive.php?archive=/9/items/CHITTY/CHITTY.ISO

    • 0 replies
    • 236 views
  7. I need your help with these Pages files. I have two example Pages files: 1. normal and 2. low gore edition. 1. NORMAL2. LOWGORE

  8. Started by Alpha 1001,

    Hi everyone, I'm developing a tool to edit the textures of the NFS Carbon and Most Wanted games in your PlayStation 2 releases. Until now, this tool supports to open and rebuild the .tpk archives with the textures, visualize and export to the tm2 format all the textures with 4bpp and 8bpp, and also import a tm2 to a 8bpp texture replacing the original texture in the tpk archive. My goal now is to find an algorithm to swizzle again the 4bpp textures, so I can import a 4bpp texture to the tpk archive. I've found some C codes to swizzle 4bpp textures, but they won't work, only the 8bpp swizzling is working fine. There is a video in attachment where I can show the progress of…

  9. Started by Researchman,

    Game for iOS initially in 2011, later was ported to Android. Uses non-standart encryption\compression for png and xml files - first 40 bytes is header while next is data. I've attached an png and xml file examples for research. page0.rar sprite.rar

    • 0 replies
    • 280 views
  10. Started by redtarp,

    Hello, I'm trying to get the sprites from the mobile only chinese game: One Piece: Set Sail. I've included three .zips, Cobyegg and brookwano, both of which contain .pngs that appear to have data because they have sizes, but nothing loads. baby5 contains a ".pvr.ccz" file, which I believe is the sprites, but I have no idea how to convert it into a viewable format. Thank you. Cobyegg.zip brookwano.zip baby5.zip

  11. Hello Everyone. I want to edit fonts from Desperados 2: Cooper's Revenge game. Apparently game is using some own fonts format saved as .raw files but I cannot find out how to convert the files to some editable graphic format and back. When I search for data I can see the characters in .raw files, but I do not understand the structure to convert it to dds and back. The .dat file is font configuration, I believe every character is configured like this: class Glyph { public ushort Id; // Character - " ! @ # .... public ushort X; // Position from left (px) public ushort Y; // Positipn from top (px) …

  12. Was wondering if anyone knows how to properly extract the stuff I have posted here for both games. I'm looking to rip everything but the sprites (too much work lol) Marvel vs. Capcom Origins has a vault which featured artworks. I know that MVC Fighting Collection has it too, but it didn't have some of what's included in the MVC Origins. For Marvel vs. Capcom Origins, I wanted the Vault Gallery and the command list icons like the punch, kick, direction buttons extracted. Would prefer extracting without the need for emulator, just straight ripping from the game files. If I recall correctly, these are two gallery/vault arts that wasn't included in the rerelease…

  13. Hi, I'm trying to understand the image format used for textures in the video game Incubation and Extreme Assault (both by Blue Byte and from 1997). For their time, these games had quite advanced, mesh-based 3d engines. They are compressed 256*256 pixel textures, embedded inside a "textures.lib" file, probably expanding to RGB565 format and therefore 131072 bytes. The 12 byte header including the magic dword, size word, and probably some flag/version is always the same per game. A GPT "deep research" assumes that it's either a LZSS-variant (in old games, Blue Byte used a so-called TPWM “Turbo Packer” method) or an early BC1/DXT1-like block stream. I'm not fa…

  14. Started by h3x3r,

    Hi there. I have a problem with reading palette data. Not sure how big is. I have made Noesis script but I need to know how to correct read palette data and return it back to buffer. from inc_noesis import * import noesis import rapi import os def registerNoesisTypes(): handle = noesis.register("Burnout Dominator - Texture", ".ps2tex") noesis.setHandlerTypeCheck(handle, noepyCheckType) noesis.setHandlerLoadRGBA(handle, noepyLoadRGBA) noesis.logPopup() return 1 def noepyCheckType(data): bs = NoeBitStream(data) if len(data) < 20: return 0 return 1 def noepyLoadRGBA(data, texList): bs = NoeBitStream(data) baseNam…

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    • 3 replies
    • 430 views
  15. Hello, I'm trying to get sprites from the eraislet prototype of the game, South Park: The Stick of Truth (https://hiddenpalace.org/South_Park:_The_Stick_of_Truth_(Feb_22,_2012_prototype)). I was able to get the .gfx files from the files and open them in JPEXS; however, a lot of the sprites come out red. I wanted to ask if anyone could somehow help me figure out a way to get the ssprties back to their original color. In the .zip is the .gfx for the rat seen in the image. rat.zip

  16. Alvin and the Chipmunks: The Squeakquel is a game by ImaginEngine and i want to rip the .gog textures from it in the Wii and Windows versions. (the windows version is actually unreleased and was left in the wii files) Here's me trying to get Alvins PC texture working on ImageHeat: The Wii textures are probably compressed. Here's some samples from both versions. squeakquel_gog.zip

  17. The vtex method works flawlessly extracts massive Virtualtextures but requires Windows 7 Virtual Machine, with disabled ASLR (MoveImages=0), VCRuntime library and Hundreds of Terabytes of space for Level architecture textures. c0p0-c12p3.pages = Level Architecture Textures (Warning: Large baked single world texture, up to 128,000x128,000) chunk0_vmtr-chunk8_vmtr.pages = NPC/Weapon/Pickup texture _vmtr.pages = Shared textures that are used multiple times across all chapters virtualtextures.zip

  18. So i'm attempting to replace the image attached with this image, (these are in 4 seperate parts), Its like a jigsaw, However it always creates a black box at the top of the head of the fighter i'm trying to put in the original ones place, I'm unsure how to fix it or why this happens. The replacement is in line with the original one, I have discovered that all of this goes away if i lower the replacement boxer really low down, so his head is actually where the body image would be. However this looks a bit silly, and he looks very low. I've successfully done this perfect on the PS3 Version of the game, which uses .DDS format, Xbox 360 using .TGA and acts u…

  19. Hi. Can anyone help me with Swizzle? The game itself is built on the Unity engine. The font texture has a resolution of 1024x1024, format: alpha8.PS5.zip

  20. Hello! I read from a previous thread that the files are wrapped in metadata, with the actual file following that. Sample: characters.zip

    • 0 replies
    • 254 views
  21. So Electronic Arts made a texture format called .gsh (in 2007-2008?) and maybe can there be a noesis plugin? (or similar) They are in .rpk files that i unpacked with this QuickBMS script. Here's the games i found so far that use them: Monopoly (2008) Hasbro Family Game Night Spore Hero here's some samples gsh_samples.zip

  22. Started by smith1395,

    Hello! I want to localize comic book covers in punisher game 2005 for the platform xbox original. I need help with images that are stored in xeg format. I know there is specialized software to work with ceg for the PC version. I also know peg (ps2) scripts. But neither is compatible with this xeg format... I know that tga files are stored inside. Can someone tell you how to be with this format or there is universal software for such files??? Would appreciate

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    • 5 replies
    • 1k views
  23. I dumped the data for two recent Switch games, the visual novels Illusion of Itehari and Mistonia's Hope -The Lost Delight- and noticed the file structure is Unity. I was able to extract the music files using AssetStudio but I'm unable to preview any of the textures (background images or sprites) using AssetStudio. I tried using AssetRipper to extract the background image and sprite files but the results are pngs that look scrambled. I ran into this issue with visual novels using a different (proprietary?) engine and was able to "descramble" them using a Noesis script but I'm at a loss for how to process the Unity image files. Here are some of the game…

  24. Help. Okay I finally got into Hayarigami 1-2-3 Switch's Dat. Files but it isn't the same as the PSP versions since it uses a NXTL file I've tried others but it isn't seemingly working please help me I would be extremely grateful here are examples https://drive.google.com/file/d/18GMdn7Xc0Dv0BgyQFG_0kaDNuvcxG9q5/view?usp=sharing

  25. Started by Sirduckdude,

    Hello I am trying to Convert the TXP Files into viewable images from Hayarigami on The PSP here are some samples (Edit: Found it! Used scarlet for it https://github.com/xdanieldzd/Scarlet) CIs.zip

    • 1 reply
    • 374 views

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