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Crimson Skies: High Road to Revenge uses some version of DirectX .x in binary which has been presumably compressed.

This was previously nearly cracked, but not completely, on Xentax many years ago...completely lost now.

The 2001 prototype uses the uncompressed version of the .x format, which also isn't yet reversed... I've included both 2001 prototype and 2003 .x formats in hopes they can be understood. The 2001 version is prefixed as such, and contains the original source (maya binary) that the .x was presumably compiled from - in hopes it could be used for referencing how the .x should look. My hopes are the 2001 .x can be used to help further refine the 2003 .x reversing, and make sure it's more accurate

As a side note the AirplaneHR_Devastator comes from a pre-release build. It's possible there's still some differences from the retail .x format, though unlikely, given the time between the build and release.

AirplaneHR_Devastator.7z
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Hello friends! I want to edit the language of the PS4 version of Marvel's Spiderman Remastered. There are people who made the PC version, but does anyone know how it will be for PS4?
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I need help to identify the global header and all offset header for languages and their respective positions to create the repacker.
I've looked a lot, but I can't identify them. Below are the initial positions of the English texts that I used to export the texts.

 

File: SCENARIO_DLC_000.bin - Header (english texts): Decimal 109584
File: SCENARIO_DLC_001.bin - Header (english texts): Decimal 115440
File: SCENARIO_DLC_002.bin - Header (english texts): Decimal 111744
File: SCENARIO_DLC_003.bin - Header (english texts): Decimal 119376
File: SCENARIO_DLC_005.bin - Header (english texts): Decimal 119536
File: SCENARIO_DLC_007.bin - Header (english texts): Decimal 107504
File: SCENARIO_DLC_008.bin - Header (english texts): Decimal 117744
File: SCENARIO_DLC_009.bin - Header (english texts): Decimal 114624

I'd really appreciate it if you could help me with this detail.

SCENARIO_DLC.zip
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Hello! I'm looking to find someone who'd be willing to help me extract an archive format and make tools for Noesis that can load models and animations from the same game.

The game in question is Trapt, also known as Kagero 2: Dark Illusion, also known as Deception IV, its a game for the Playstation 2, made by TECMO and more specifically by the developers of Project Zero/Fatal Frame. Its very likely to be running on the same game engine.

I did a bit of digging and discovered the file formats in question, as well as what appear to be skeletal data for either animations or models, with the bone names being in japanese.


I posted this on the discord but figured I'd post here as well. I'm willing to negotiate price for this, but serious inquiries only please!
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I'm gonna share my findings about spiderman 2, 3 and wolverine assets here. So far I made a few first tools for archives. I have a list of assets present and now comparing them. Here some examples:


Heres what i found so far:

Spiderman 2 (official release v1.05) has about 400k assets. And its the first game of theirs with no names in archive. But luckily we have a list of names in ...


Spiderman 3 early build, which also has about 400k assets, with names, but a little different. It has about 300 new assets, and missing about 3000 old ones. So it looks like for some first tests of SM3 they removed most of the map or something, and started adding some new models and map parts. I can see it comparing the lists.


Wolverine has only 39k assets built, as everybody know probably, its just a little part of new game for tests.




Now i'm gonna dump some models and make tools to convert them.

Progress details on discord.
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Heya, currently trying to figure out how to open these renditions of .gr2 (Granny 3D) Files, I cannot open them in Granny Viewer as I get the error: CRC Check failed, File may be corrupted.

Is there any way to open this?
Example file: https://www.mediafire.com/file/5mojrmytaix1sdt/gunstringer.gr2/file
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w: 1024 ofs: 72

h: 512 ofs: 88

just a quick look. inside the file there is the word “swizzle”, I don’t know which one exactly, I chose PS2 as an example, the bpp is clearly 16 bits. (I chose a random format r5g6b5 for example) *(the rest is up to you)

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