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Plants Vs Zombies XBLA .ptx

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112288, posted Sun Dec 06, 2020 5:08 am (60928)


Files found in main.pak/images. If anyone knows how to make these images viewable, help would be appreciated.
Also, these are only 19 of the 2000 of these files I can find in main.pak.
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LolHacksRule, posted Mon Dec 07, 2020 4:31 pm (60965)


Raw textures of some sort. PS3's format uses DDS. I attempted to get an idea but got nowhere. PVZ2 also uses this format but I'm not sure if it's 100% similar...
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LolHacksRule, posted Fri Dec 11, 2020 5:29 pm (61063)


ESRB_RATING.ptx appears to be DXT5(?) compressed with a size of 1152x676. They really considered the game having animated blood or was a mistake.

Image

background.ptx is the same but I cannot get the proper image, luckily I got the size (Shift 15 may help).
Image

I think I found a header at the bottom (cause Xbox Big Endian)

Code:
int32: Width (of source image before conversion?)
int32: Height
int32: ? (02 = ?, 04 = ?, 1E = ?, 2A = ?, 3E = ?)
4bytes: 54201A (end)
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Sour And Juicy, posted Thu Mar 04, 2021 1:22 am (62652)


There's some interesting tools and resources from this wiki, specifically Taiji (with a guide), which can extract any PvZ-related resource (albeit from the second game, not sure about the first).

It's been a long time since I've used it but there should be a .PTX to .PNG function in that tool, though it might require some finagling.

Edit: Also this page here, which is probably easier.
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LolHacksRule, posted Wed May 19, 2021 7:04 pm (64142)


The PTX format for this game isn't the same as PVZ2/other modern PopCap games according to what I can find about it.
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yingfengtingyu, posted Thu Feb 24, 2022 4:14 am (70093)


It's different from PTX in PVZ2, PVZ PS3, PVZ PSV.
It used big endian DXT5_RGBA with some padding bytes after each line. (So you need block size)
The header is at the bottom of the file.
Int32 true width
Int32 true height
Int32 block size of each line
Int32 magic
You can use PopStudio(from github) to decode and encode it.
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