Karen Posted September 14 Posted September 14 Hi all, I'm trying to extract files from a Konami PSX game. The data is in .R2 archives, which are containers (file count at 0x4). The files inside are compressed. The compressed data starts with the magic string "TEN2". This prevents tools like JPSXDEC from finding resources like TIM images, even though they are listed in the archive header. In the script file (SCRIPT.R2), I can see fragmented, readable text, which suggests the compression might not be very heavy. Does anyone recognize this "TEN2" compression format from old Konami games? I'm looking for any information on the algorithm or a way to decompress the files. Sample files are attached. Thanks for any help R2 FILES.zip
Solution DKDave Posted September 14 Solution Posted September 14 1 hour ago, Karen said: Hi all, I'm trying to extract files from a Konami PSX game. The data is in .R2 archives, which are containers (file count at 0x4). The files inside are compressed. The compressed data starts with the magic string "TEN2". This prevents tools like JPSXDEC from finding resources like TIM images, even though they are listed in the archive header. In the script file (SCRIPT.R2), I can see fragmented, readable text, which suggests the compression might not be very heavy. Does anyone recognize this "TEN2" compression format from old Konami games? I'm looking for any information on the algorithm or a way to decompress the files. Sample files are attached. Thanks for any help Try this QuickBMS script. It should decompress and extract the R2 archives correctly. Example: r2.zip
Karen Posted September 15 Author Posted September 15 On 9/14/2025 at 6:46 PM, DKDave said: Try this QuickBMS script. It should decompress and extract the R2 archives correctly. Example: r2.zip 427 B · 2 downloads Thank you! I didn't expect this to be done so quickly; I was prepared for a long wait. I have decompressed those files using this BMS script. However, I have a question. I have modified the TIM and script files, so how should I recompress them back into the kind of file that the game marks as Z2? If I have the new Z2 files, then all that's left is to repack them into the R2 file.
DKDave Posted September 15 Posted September 15 2 hours ago, Karen said: Thank you! I didn't expect this to be done so quickly; I was prepared for a long wait. I have decompressed those files using this BMS script. However, I have a question. I have modified the TIM and script files, so how should I recompress them back into the kind of file that the game marks as Z2? If I have the new Z2 files, then all that's left is to repack them into the R2 file. You could try the QuickBMS reimport function. I've not tried it myself, but it does work for many archives.
Karen Posted September 23 Author Posted September 23 On 9/16/2025 at 5:19 AM, DKDave said: You could try the QuickBMS reimport function. I've not tried it myself, but it does work for many archives. Using quickbms's reimport, I couldn't reimport the modified data. However, I found other methods to recompress it. Thank you for your help.
Moderators ikskoks Posted September 23 Moderators Posted September 23 4 hours ago, Karen said: However, I found other methods to recompress it. What are those other methods?
Karen Posted September 24 Author Posted September 24 17 hours ago, ikskoks said: What are those other methods? https://github.com/marco-calautti/GaleriansTools/tree/master/GaleriansCompressor Fortunately I've discovered that the compression tool for Galerians is interchangeable with Hikaru no Go, as they share the same compression algorithm. I suspect they have a common developer but different publishers😀 1
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