DreamingOxxy Posted July 13 Posted July 13 A little backstory first: Not only am I huge on archiving game models, which is why I have quite a few posts asking for help on various games, I'm also a huge nerd about cut content, early versions of games, etc. and this game has some interesting history behind its models, textures, and what have you, it was originally (seemingly) a PS3 exclusive, or developed for it primarily. All the E3/PAX showcases and what not are on the PS3. I downloaded the PS3 build of the game to check for any possible leftovers because of this, since I like archiving differences in versions, finding any interesting cut content, or just for putting things back in the final games. However, the .bundle files are different enough that the tool made for PC Diesel Engine games does not work (https://github.com/simon-wh/DieselToolbox) (https://github.com/simon-wh/DieselEngineFormats), there's another tool made but it only works on the current version of the game, and does not at all support the 1.0 version of PDTH, which I was also using to check for early content, so I didn't bother linking it. The models are also not extract-able with the tool made for them, but I will worry about that later, since they're pretty complex. With that out of the way, here's the post. Heyo, this format is already pretty well documented, and has tools to view/extract it, however, the PS3 version of the game seems to have a changed-up byte order for the bundles, and me not really knowing anything about game archives, wasn't sure what to do about it. It seems like some of these bundle files are identical to the day 1 PC version, but just, reversed in a way, attached images show examples. The files are the exact same size, but different order. I'm curious if it's possible to write a script to "fix" these files, or just edit the tools to read in a different order. I've attached a few files for y'all to look at. Examples.rar
VendorX Posted July 13 Posted July 13 They are the same, only the encoding differs - the PS3 version uses Big-endian (US).
DreamingOxxy Posted July 13 Author Posted July 13 I managed to figure that much out while doing my own research after posting this, but honestly I have no clue on how to edit that, if that's something I can even do. That's mainly why I was asking, maybe just a point in the right direction, the source code for the tools is released but I just don't know how to adjust that kind of thing.
VendorX Posted July 14 Posted July 14 The code is a mess, so ask for Big-endian support in Pull requests on its github page.
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