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PostPosted: Thu Aug 13, 2015 4:09 am 
User avatar

Joined: Sun Jul 19, 2015 11:43 pm
Posts: 6
Hi. Well, i love this game, i was extremely excited when i saw the leak of unreleased WSPC2 for xbox!
http://assemblergames.com/l/threads/rel ... box.49247/
I want to use textures from second game to apply them in first game in series.

info: http://www.gamefaqs.com/ps/366577-world ... hases/data
gameplay: https://youtu.be/XRY9As3SDV0

Let's look on the files of the first game:
Code:
UDS.STR
SYSTEM.CNF
SLUS_011.65
POLICEA.EXE
POLICE.XA
POLICE.TOC
POLICE.IMG
OUTRO.STR
INTRO.STR
FOX.STR
CREDITS.STR
  • *.STR - stream video, nothing special
  • POLICE.XA - audio, nothing special
  • SLUS_011.65 & POLICEA.EXE - executable files
  • SYSTEM.CNF - standard info
  • POLICE.TOC
  • POLICE.IMG - this!

POLICE.IMG - first 64 bytes:
Code:
Offset(h) 00 01 02 03 04 05 06 07 08 09 0A 0B 0C 0D 0E 0F

00000000  30 00 10 00 00 00 00 21 00 42 08 84 14 C6 1C 2A  0......!.B.„.Ж.*
00000010  59 6B 75 A5 48 42 04 E8 7C 31 7E 94 7E 29 25 CE  YkuҐHB.и|1~”~)%О
00000020  39 10 42 CD CD 00 00 21 33 33 02 00 00 00 00 21  9.BНН..!33.....!
00000030  33 33 02 00 00 00 00 21 33 33 02 00 00 00 40 65  33.....!33....@e
POLICE.TOC data, copy from notepad++: http://pastebin.com/kEEQgVM6
Code:
...
VEHICLES\VIPER.DOB
VEHICLES\VIPER.DOX
VEHICLES\OLD\AMB.OLD
VEHICLES\OLD\BACKUP_010214.ZIP
VEHICLES\OLD\BLUEVAN.DOB
...

Archive and it's file table (may need to analyse executable files too). I'm not a programmer, but i think skilled somebody can make QuickBMS script for this archive in about ~5 minutes, so i'm asking you guys to help me with that. Download archive & executable files (extracted with CDmage, 168 MB): https://mega.co.nz/#!GNMmSAZb!5ribhIwp- ... YeETW_5a4g

Why i can't just replace textures with Tim2View [by Lab 313]? Because this tool can't find anything in the iso file, completely can't see any textures inside. But i opened emulator savestate file with PlayStation VRAM Viewer and here they are:

first game (wrong palette):
Attachment:
wspc_tex1.png [46.67 KiB]
Not downloaded yet

second game, same texture:
Attachment:
gv27.png [437.03 KiB]
Not downloaded yet

Thanks in advance.


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PostPosted: Thu Aug 13, 2015 6:27 pm 

Joined: Sat Aug 09, 2014 11:21 am
Posts: 645
Here you go, 3 minutes. ;)

Code:
# extracts the POLICE.IMG/.TOC archive from the PS1 game
# "World's Scariest Police Chases"
# written by AlphaTwentyThree of Zenhax
# script for QuickBMS http://quickbms.aluigi.org

open FDDE TOC 0
open FDDE IMG 1
get FSIZE asize
for
   get NAME string 0
   get OFFSET long 0
   get SIZE long 0
   log NAME OFFSET SIZE 1
   savepos MYOFF
   if MYOFF == FSIZE
      cleanexit
   endif
next


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PostPosted: Sat Aug 15, 2015 5:00 am 
User avatar

Joined: Sun Jul 19, 2015 11:43 pm
Posts: 6
AlphaTwentyThree wrote:
Here you go, 3 minutes. ;)
Perfect, I am very grateful to you. I have replaced TAXI playable vehicle on "VIPER" from here (with HEX editing POLICE.IMG):
https://youtu.be/jfJoFfzPfZw?t=40m41s
and seems like it is works flawlessly, so awesome
Image

But still i can't find any normal texture images. Well, i have found them, but they are not generic *.TIM as in normal PS1 games, that can handle generic ps1 texture tools, examples:

/MENU/LOADING.PSI - 196 624 bytes
Code:
Offset(h) 00 01 02 03 04 05 06 07 08 09 0A 0B 0C 0D 0E 0F
00000000  50 53 49 00 10 10 01 00 80 01 00 01 10 00 10 00  PSI.....Ђ.......
00000010  61 98 61 98 61 98 61 98 61 94 61 98 61 98 61 98  a.a.a.a.a”a.a.a.
00000020  61 98 61 98 61 98 61 98 61 98 61 98 61 98 61 98  a.a.a.a.a.a.a.a.
00000030  61 98 61 98 81 9C 81 9C 61 98 61 9C A1 A0 C2 AC  a.a.ЃњЃњa.aњЎ В¬
/MENU/SYMBOLS3.PSI - 24 624 bytes
Code:
Offset(h) 00 01 02 03 04 05 06 07 08 09 0A 0B 0C 0D 0E 0F
00000000  50 53 49 00 04 10 01 00 00 01 C0 00 10 00 30 00  PSI.......А...0.
00000010  21 84 21 84 21 90 61 9C A2 AC 03 B9 86 CD 29 E2  !„!„!ђaњў¬.№†Н)в
00000020  6B EE AD F2 CE F2 EF F2 10 F3 31 F3 00 00 BD F7  kо.тОтпт.у1у..Ѕч
00000030  EE EE EE EE EE EE EE EE EE EE EE EE EE EE EE EE  оооооооооооооооо
/_NOTINUSE_HUD/FLOWER.DOB - 231 820 bytes
Code:
Offset(h) 00 01 02 03 04 05 06 07 08 09 0A 0B 0C 0D 0E 0F
00000000  8C 89 03 00 01 00 00 00 E0 A9 02 00 02 00 00 00  Њ‰......а©......
00000010  4C 80 00 00 03 00 00 00 00 00 01 00 00 00 00 00  LЂ..............
00000020  00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00  ................
00000030  00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00  ................
00000040  00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00  ................
00000050  00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00  ................
00000060  00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00  ................
00000070  00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00  ................
00000080  00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00  ................
00000090  00 00 00 00 00 00 00 00 00 00 00 00 F0 FF FF FF  ............ряяя
000000A0  FF FF 9A 6E 56 99 99 76 99 A9 AC 99 99 A9 96 CC  яяљnV™™v™©¬™™©–М
000000B0  CB AC AA BA CB BC CC BB AB AA CC BC 96 BA BA AB  Л¬ЄєЛјМ»«ЄМј–єє«
000000C0  BB BB BA 9B 66 66 95 AA A9 AA BA BB 9B CB CC DC  »»є›ff•Є©Єє»›ЛМЬ
/BACKDROP/00CLEAR.DOB - 35 676 bytes
Code:
Offset(h) 00 01 02 03 04 05 06 07 08 09 0A 0B 0C 0D 0E 0F
00000000  5C 8B 00 00 01 00 00 00 80 81 00 00 02 00 00 00  \‹......ЂЃ......
00000010  0C 81 00 00 03 00 00 00 00 00 04 00 00 00 00 00  .Ѓ..............
00000020  00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00  ................
00000030  00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00  ................
00000040  00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00  ................
00000050  00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00  ................
00000060  00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00  ................
00000070  00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00  ................
00000080  00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00  ................
00000090  00 00 00 00 00 00 00 00 00 00 00 00 F0 FF FF FF  ............ряяя
000000A0  FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF  яяяяяяяяяяяяяяяя
000000B0  FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF  яяяяяяяяяяяяяяяя
000000C0  FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF  яяяяяяяяяяяяяяяя
I will try to figure it out by myself, but here is this files (maybe i should post this in "Graphic file formats", sry):
Attachment:
WSPC1_PSI,DOB.zip [151.4 KiB]
Downloaded 60 times


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PostPosted: Sat Aug 15, 2015 10:05 am 

Joined: Sat Aug 09, 2014 11:21 am
Posts: 645
Yep, that goes inside the other forum. I'd help if I had any experience in graphic file formats. ;)


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PostPosted: Fri Dec 08, 2017 4:00 am 
User avatar

Joined: Sun Jul 19, 2015 11:43 pm
Posts: 6
AlphaTwentyThree wrote:
Code:
# extracts the POLICE.IMG/.TOC archive from the PS1 game
# "World's Scariest Police Chases"
# written by AlphaTwentyThree of Zenhax
# script for QuickBMS http://quickbms.aluigi.org

open FDDE TOC 0
open FDDE IMG 1
get FSIZE asize
for
   get NAME string 0
   get OFFSET long 0
   get SIZE long 0
   log NAME OFFSET SIZE 1
   savepos MYOFF
   if MYOFF == FSIZE
      cleanexit
   endif
next
Also works perfect with Unique Development Studios PSone games:
Asterix Mega Madness SLES-03324 ASTERIX.IMG/.TOC
No Fear Downhill Mountain Biking SLES-00849 NOFEAR.IMG/.TOC
SnoCross Championship Racing SLUS-01093 SNOW.IMG/.TOC
https://www.gamefaqs.com/company/79843- ... nt-studios


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PostPosted: Fri Dec 08, 2017 8:45 am 

Joined: Sat Aug 09, 2014 11:21 am
Posts: 645
that is actually neat to know, thanks! :)


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