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(Pixelbite) BITE Engine files (.pxc , .plt , .pvr , .scene.pxc) - Need help figuring the contents of each of the different file formats (and help to open if is possible)


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Posted

Hi, I'm the dude of the Reckless Getaway 2 .bar files thread. Again asking for some help after the script given by Thieft1987.

After some search, i find that Pixelbite has his own game engine called BITE, used by all of their games since Space Marshals 2.

The thing is that after used the script for the game .bar files there are more files wich, honestly, is a bit confusing what kind of content could contain. .pvr files seems like a textures container but with .plt, scene.pxc and specially .pxc files i don't know which kind of resource containers could be. While .pxc files looks like a model container, there are files that references physics, debug menus and entire maps.

Currently, my interest is in extracting textures to find unused content and some other things.

I will attach samples of each of the file formats mentioned. Any help is welcomed!

plt & pvr.zip pxc.zip scene.pxc.zip

Posted
4 hours ago, Ritsuri said:

Hi, I'm the dude of the Reckless Getaway 2 .bar files thread. Again asking for some help after the script given by Thieft1987.

After some search, i find that Pixelbite has his own game engine called BITE, used by all of their games since Space Marshals 2.

The thing is that after used the script for the game .bar files there are more files wich, honestly, is a bit confusing what kind of content could contain. .pvr files seems like a textures container but with .plt, scene.pxc and specially .pxc files i don't know which kind of resource containers could be. While .pxc files looks like a model container, there are files that references physics, debug menus and entire maps.

Currently, my interest is in extracting textures to find unused content and some other things.

I will attach samples of each of the file formats mentioned. Any help is welcomed!

plt & pvr.zip 1.88 MB · 1 download pxc.zip 323.46 kB · 1 download scene.pxc.zip 3.89 MB · 1 download

Please use this updated script to repackage the data file. If you have any questions, please let me know so that other capable people or you can continue to process these .pxc files yourself

# Update the decompression of pxc file(script 0.2)
get FILE_SIZE asize
xmath TOC_PTR "FILE_SIZE - 8"
goto TOC_PTR
get TOC_OFFSET long

goto TOC_OFFSET
get FILE_COUNT long

for i = 0 < FILE_COUNT
    get OFFSET long
    get SIZE long
    get COMP_FLAG byte
    get NAME_LEN short
    getdstring NAME NAME_LEN
    get UNK long
    savepos TOC_ENTRY_POS

    if COMP_FLAG == 0
        goto OFFSET
        getdstring MAGIC 4
        if MAGIC == "PxZP"
            comtype zlib
            get UNCOMP_SIZE long
            get COMP_SIZE long
            savepos DATA_START
            clog NAME DATA_START COMP_SIZE UNCOMP_SIZE
        else
            log NAME OFFSET SIZE
        endif
    else
        goto OFFSET
        get MAGIC long
        get UNCOMP_SIZE long
        get COMP_SIZE long
        savepos COMP_START
        clog NAME COMP_START COMP_SIZE UNCOMP_SIZE
    endif
    
    goto TOC_ENTRY_POS
next i

 

pxc.zip

Posted
On 9/7/2025 at 10:02 PM, ky123 said:

Please use this updated script to repackage the data file. If you have any questions, please let me know so that other capable people or you can continue to process these .pxc files yourself

# Update the decompression of pxc file(script 0.2)
get FILE_SIZE asize
xmath TOC_PTR "FILE_SIZE - 8"
goto TOC_PTR
get TOC_OFFSET long

goto TOC_OFFSET
get FILE_COUNT long

for i = 0 < FILE_COUNT
    get OFFSET long
    get SIZE long
    get COMP_FLAG byte
    get NAME_LEN short
    getdstring NAME NAME_LEN
    get UNK long
    savepos TOC_ENTRY_POS

    if COMP_FLAG == 0
        goto OFFSET
        getdstring MAGIC 4
        if MAGIC == "PxZP"
            comtype zlib
            get UNCOMP_SIZE long
            get COMP_SIZE long
            savepos DATA_START
            clog NAME DATA_START COMP_SIZE UNCOMP_SIZE
        else
            log NAME OFFSET SIZE
        endif
    else
        goto OFFSET
        get MAGIC long
        get UNCOMP_SIZE long
        get COMP_SIZE long
        savepos COMP_START
        clog NAME COMP_START COMP_SIZE UNCOMP_SIZE
    endif
    
    goto TOC_ENTRY_POS
next i

 

pxc.zip 498 B · 1 download

Hi, I aprecciate your help but currently I'm looking to extract any of the three files from the engine, repacking might be useful to someone to want to mod these games, but not for me (at least now). Anyways, I appreciate your insterest.

However, on the write procces of the script you sent me, got any info of how are these files compressed or any similarities to other files? In my previous post I noticed some structure similarities and shared file formats with FUSE Engine (Wich is the engine used by old Pixelbite and Polarbit games, it has been covered very well on the forum with Crash Bandicoot Nitro Kart 3D, a Polarbit game wich uses .vfs files), specifically .pxc and .plt, without any .pvr files, because FUSE Engine games storages textures in standard .dds files.

Posted
On 9/16/2025 at 9:57 AM, Ritsuri said:

Hi, I aprecciate your help but currently I'm looking to extract any of the three files from the engine, repacking might be useful to someone to want to mod these games, but not for me (at least now). Anyways, I appreciate your insterest.

However, on the write procces of the script you sent me, got any info of how are these files compressed or any similarities to other files? In my previous post I noticed some structure similarities and shared file formats with FUSE Engine (Wich is the engine used by old Pixelbite and Polarbit games, it has been covered very well on the forum with Crash Bandicoot Nitro Kart 3D, a Polarbit game wich uses .vfs files), specifically .pxc and .plt, without any .pvr files, because FUSE Engine games storages textures in standard .dds files.

Their overall compression is zlib, which writes custom magic numbers and uncompressed sizes in the file header, which is referenced in the bms script. As for the processing of internal structures, for example, some pxc files may be related to the model. You can go to the 3D model forum to ask, and there may be people who know it.

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