Skip to content
View in the app

A better way to browse. Learn more.

ResHax

A full-screen app on your home screen with push notifications, badges and more.

To install this app on iOS and iPadOS
  1. Tap the Share icon in Safari
  2. Scroll the menu and tap Add to Home Screen.
  3. Tap Add in the top-right corner.
To install this app on Android
  1. Tap the 3-dot menu (⋮) in the top-right corner of the browser.
  2. Tap Add to Home screen or Install app.
  3. Confirm by tapping Install.
Help us keep the site running.

Namco Museum Remix PTK binary particle effect

Featured Replies

  • Author
  • Localization

lvlrk, posted Wed Mar 08, 2023 12:48 am (75740)


note:
Yes, I moved this post from Game Archive to this board.
I did this because these files aren't archives.

WARNING: long convoluted post; this ones a doozy
this isnt a quick one-and-done write-a-bms-script
kind of thing, its more involved and not an archive kind of post

TL;DR:
i have files that looks like data for particle effects / systems
pls help figure out what the fields in the files mean :o :o :o
if youre interested in helping, contact my discord @lvlrk#3160

in Namco Museum Remix (2007) there some files
in a proprietary format made by Namco Bandai
that I think stores data for 2d particle effects. i dont know
why Namco Bandai wouldn't use the Wii's builtin NintendoWare
library (BREFF .breff / BREFT .breft files) for storing particle data
like emitters.

Image
^^^ pic ^^^ is not of the attached files

disclaimer: most of this file is zeroes padding

the magic sign for these files are 8 bytes long ("UKTP162N")
and its in big endian. theres a whole bunch of padding (zeroes)
the contents of these files that ive determined for sure
are that there are references to external texture files
in the PTK file (at 0x228 there is the texture count), and around
that offset (0x228) there are some integers which i can probably
infer the meaning of but im not sure about them
Image

then, still in the "header" (0xc0), theres a bunch of "junk" data.

theres an EMI section per PTK file (always at 0x410)
and it literally looks like 1024 bytes of padding zeroes (excluding the string EMI)
Image
it feels so redundant to insert an image of just zero padding but why not lol

for each texture, theres a GEN section too
its also just 256 bytes of padding zeroes (also excluding the string GEN)
Image

then theres the actual filename (which doesnt actually point to a real file in the
working directory) its null-delimited, but theres some remnants of a previous filename
after the null, that wasnt cleared prior to modification by the game devs
(also most if not all texture filenames in the PTK files
start with ./textures/ww/ and end with .tga
the real texture image file is the string in between
e.g. ./textures/ww/m03e_smoke03.tga actually means
m03e_smoke03.brres)
Image

in the same section as the filename, there looks to be a bunch of junk data
of course, it isnt, but still it looks like it
Image


zip file below contains a few PTK files, and the external texture files (.brres) referenced above for each PTK
all files in attached.zip come from museum/en/g03_pacnroll/g03resident.arc in Namco Museum Remix's filesystem
Guest
This topic is now closed to further replies.

Account

Navigation

Search

Search

Configure browser push notifications

Chrome (Android)
  1. Tap the lock icon next to the address bar.
  2. Tap Permissions → Notifications.
  3. Adjust your preference.
Chrome (Desktop)
  1. Click the padlock icon in the address bar.
  2. Select Site settings.
  3. Find Notifications and adjust your preference.