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Zero Tolerance for Disrespect

NCAA Gamebreaker 2001 PS2

Featured Replies

I’ve been digging into the files from NCAA Gamebreaker 2001 (PS2) and I’ve run into a wall with the archive formats the game uses. I’m interested in extracting and eventually repacking the game assets (textures, models, audio, etc.), but I can’t seem to find any documentation or existing tools that handle these archives.

What I have so far:

The main game data is stored in large archive files (extensions: .BIN).

I’ve been able to open the disc image and identify what looks like container/pack files, but none of the standard PS2 extraction tools (like Game Extractor, QuickBMS) seem to work.

What I’m looking for:

  • Info on the archive/container format used in Gamebreaker 2001.
  • Any existing tools, scripts, or references that could help open/extract these files.
  • Guidance on how to approach reverse engineering the archive if no tools exist.

If anyone has worked with Gamebreaker or similar 989 Sports titles around that era, I’d really appreciate any pointers or even sample code/snippets that could help crack this format.

Thanks in advance!

ncaagb2001.zip

Solved by roocker666

  • Supporter
  • Solution

Your samples are textures but there are no pointers to textures or palettes. I can see a pattern, it seems like palette is first and then image data and each has a line of 16 bytes like a header. Something like this(in LLOGO.bin):

1st Texture
   offset 0x00: 10 00 00 00 10 00 00 00 20 00 00 00 00 00 00 00 --16 bytes palette header
   offset 0x10: Palette --size 400 Hex or 1024 Dec
   offset 0x410: 00 01 00 00 80 00 00 00 08 00 00 00 00 00 00 00 --16 bytes image data header. 4 bytes Width(100) & 4 bytes Height(80). So 100x80(256x128)
   offset 0x420: Image data 256x128
2nd texture
   offset 0x8800: 10 00 00 00 10 00 00 00 20 00 00 00 00 00 00 00 --16 bytes palette header
   offset 0x8810: Palette --size 400 Hex or 1024 Dec
   offset 0x8C10: 00 01 00 00 80 00 00 00 08 00 00 00 00 00 00 00 --16 bytes image data header. 4 bytes Width(100) & 4 bytes Height(80) so 100x80(256x128)
   offset 0x8C20: Image data 256x128
3rd Texture
4th Texture 

Etc..

Now, IMAGDATA.bin is just one texture but it has several palettes. Image Data offset at 0x1C700. File format is the same but with multiple palettes;

Palette header1
Palette1
Palette header2
Palette2
Palette header3
Palette3
Palette header4
Palette4
.
.
Etc..
Image data header
Image data

Here is the 1st Texture in LLOGO.bin using Console Texture Explorer:

LLOGO_1st_tex.PNG

Edited by roocker666

  • Author
3 hours ago, roocker666 said:

Your samples are textures but there are no pointers to textures or palettes. I can see a pattern, it seems like palette is first and then image data and each has a line of 16 bytes like a header. Something like this(in LLOGO.bin):

1st Texture
   offset 0x00: 10 00 00 00 10 00 00 00 20 00 00 00 00 00 00 00 --16 bytes palette header
   offset 0x10: Palette --size 400 Hex or 1024 Dec
   offset 0x410: 00 01 00 00 80 00 00 00 08 00 00 00 00 00 00 00 --16 bytes image data header. 4 bytes Width(100) & 4 bytes Height(80). So 100x80(256x128)
   offset 0x420: Image data 256x128
2nd texture
   offset 0x8800: 10 00 00 00 10 00 00 00 20 00 00 00 00 00 00 00 --16 bytes palette header
   offset 0x8810: Palette --size 400 Hex or 1024 Dec
   offset 0x8C10: 00 01 00 00 80 00 00 00 08 00 00 00 00 00 00 00 --16 bytes image data header. 4 bytes Width(100) & 4 bytes Height(80) so 100x80(256x128)
   offset 0x8C20: Image data 256x128
3rd Texture
4th Texture 

Etc..

Now, IMAGDATA.bin is just one texture but it has several palettes. Image Data offset at 0x1C700. File format is the same but with multiple palettes;

Palette header1
Palette1
Palette header2
Palette2
Palette header3
Palette3
Palette header4
Palette4
.
.
Etc..
Image data header
Image data

Here is the 1st Texture in LLOGO.bin using Console Texture Explorer:

LLOGO_1st_tex.PNG

Holy crap thank you so much, for the longest I thought it was an archive file. I guess not 😄.

  • Author
12 hours ago, roocker666 said:

Your samples are textures but there are no pointers to textures or palettes. I can see a pattern, it seems like palette is first and then image data and each has a line of 16 bytes like a header. Something like this(in LLOGO.bin):

1st Texture
   offset 0x00: 10 00 00 00 10 00 00 00 20 00 00 00 00 00 00 00 --16 bytes palette header
   offset 0x10: Palette --size 400 Hex or 1024 Dec
   offset 0x410: 00 01 00 00 80 00 00 00 08 00 00 00 00 00 00 00 --16 bytes image data header. 4 bytes Width(100) & 4 bytes Height(80). So 100x80(256x128)
   offset 0x420: Image data 256x128
2nd texture
   offset 0x8800: 10 00 00 00 10 00 00 00 20 00 00 00 00 00 00 00 --16 bytes palette header
   offset 0x8810: Palette --size 400 Hex or 1024 Dec
   offset 0x8C10: 00 01 00 00 80 00 00 00 08 00 00 00 00 00 00 00 --16 bytes image data header. 4 bytes Width(100) & 4 bytes Height(80) so 100x80(256x128)
   offset 0x8C20: Image data 256x128
3rd Texture
4th Texture 

Etc..

Now, IMAGDATA.bin is just one texture but it has several palettes. Image Data offset at 0x1C700. File format is the same but with multiple palettes;

Palette header1
Palette1
Palette header2
Palette2
Palette header3
Palette3
Palette header4
Palette4
.
.
Etc..
Image data header
Image data

Here is the 1st Texture in LLOGO.bin using Console Texture Explorer:

LLOGO_1st_tex.PNG

By chance would you have a working DL to the program you used?

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