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(PS2) GvG: Rengou VS ZAFT II PLUS .pzz format


Go to solution Solved by BloodRaynare,

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Here's BMS script to extracting your files:

## Kidou Senshi Gundam Seed Destiny: Rengou vs. Z.A.F.T. II Plus (PS2) - PZZ extraction script by BloodRaynare
## For use with QuickBMS

math ENTRY_OFFSET = 0x800

comtype pzz

get FILES long
for i = 0 < FILES
	get ENTRY long
	math ENTRY_SIZE = ENTRY
	math ENTRY_SIZE & 0xffffff
	math ENTRY_SIZE * 0x800
	math ENTRY_FLAG = ENTRY
	math ENTRY_FLAG >> 24
	string NAME p "%03d.bin" i
	if ENTRY_FLAG == 0x40
		savepos TMP
		goto ENTRY_OFFSET
		get SIZE long
		get ZSIZE long
		savepos OFFSET
		clog NAME OFFSET ZSIZE SIZE
		goto TMP
	else
		log NAME ENTRY_OFFSET ENTRY_SIZE
	endif
	math ENTRY_OFFSET + ENTRY_SIZE
next i

The model file are 000.bin while 001.bin contains a TM2 texture file.
However, that's only as far as I could help.

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38 minutes ago, BloodRaynare said:

Here's BMS script to extracting your files:

## Kidou Senshi Gundam Seed Destiny: Rengou vs. Z.A.F.T. II Plus (PS2) - PZZ extraction script by BloodRaynare
## For use with QuickBMS

math ENTRY_OFFSET = 0x800

comtype pzz

get FILES long
for i = 0 < FILES
	get ENTRY long
	math ENTRY_SIZE = ENTRY
	math ENTRY_SIZE & 0xffffff
	math ENTRY_SIZE * 0x800
	math ENTRY_FLAG = ENTRY
	math ENTRY_FLAG >> 24
	string NAME p "%03d.bin" i
	if ENTRY_FLAG == 0x40
		savepos TMP
		goto ENTRY_OFFSET
		get SIZE long
		get ZSIZE long
		savepos OFFSET
		clog NAME OFFSET ZSIZE SIZE
		goto TMP
	else
		log NAME ENTRY_OFFSET ENTRY_SIZE
	endif
	math ENTRY_OFFSET + ENTRY_SIZE
next i

The model file are 000.bin while 001.bin contains a TM2 texture file.
However, that's only as far as I could help.

Thank you so much!

That's a big help already and I can take it from there

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Quote

while 001.bin contains a TM2 texture file.

😎

Quote

That's a big help already and I can take it from there

Eraea: I'm curious what tool(s) you'll use for the rest? For PS2 data, I've found Console Texture Explorer useful, but in this case for pl00-001.bin's texture (8bpp 512x512 pix@900h), I can't seem to get it to display the palette (r5g5b5x1 x 256 @0x40900 with 8x2 swizzle), despite providing the correct base offset as I did in my tiny test app.

image.png.7d04b3d4453f48eb41629723d8f27a8c.png

Edited by piken
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1 hour ago, piken said:

😎

Eraea: I'm curious what tool(s) you'll use for the rest? For PS2 data, I've found Console Texture Explorer useful, but in this case for pl00-001.bin's texture (8bpp 512x512 pix@900h), I can't seem to get it to display the palette (r5g5b5x1 x 256 @0x40900 with 8x2 swizzle), despite providing the correct base offset as I did in my tiny test app.

image.png.7d04b3d4453f48eb41629723d8f27a8c.png

I think the problem is Console Texture Explorer doesn't support 2-bytes (16-bit) CLUT, only 4-bytes (32-bit) are supported.

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