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Accessing Shadow the Hedgehog files

#16 User is online MainMemory 

Posted 26 February 2016 - 12:07 PM

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Having acquired a Shadow ONE file to look at, it's almost nothing like the Heroes ONE files. I don't think I'll be able to do much.

#17 User is offline CommandanteStreakTH 

Posted 26 February 2016 - 12:19 PM

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View PostMainMemory, on 26 February 2016 - 12:07 PM, said:

Having acquired a Shadow ONE file to look at, it's almost nothing like the Heroes ONE files. I don't think I'll be able to do much.


Hmm... can't even extract texture files? If anyone can extract the texture files of Shadow the Hedgehog, is it possible to post them here for any future ref?
This post has been edited by CommandanteStreakTH: 26 February 2016 - 12:19 PM

#18 User is offline shilz 

Posted 26 February 2016 - 01:46 PM

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View PostCommandanteStreakTH, on 26 February 2016 - 12:19 PM, said:

Hmm... can't even extract texture files? If anyone can extract the texture files of Shadow the Hedgehog, is it possible to post them here for any future ref?

If you just want textures, that's already something Dolphin can do.
it's somewhere in the graphics options, I think.
when I have it at my disposal I'll give a more definite answer.

Edit: actually Main Memory what if it's just the difference between the Gamecube and PC .one files?

#19 User is offline total 

Posted 26 February 2016 - 02:54 PM

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View PostMainMemory, on 24 February 2016 - 02:39 PM, said:

I might be able to modify my HeroesONE program for Shadow's ONE files, if they're similar enough to Heroes'.

Quote


// ShTH ONE archives layout
// Everything is in little-endian iirc
//
// Version 0.60
// ================

File header (176 bytes)
- int32 null
- int32 file_size (file size minus 12)
- int32 magic (always 3700021C\469893175, probably RW SDK version)
- char version[12] ("One Ver 0.60")
- int32 null
- int32 files_count (number of files)

File_Item_1 (56 bytes): // repeats files_count times
- string name (read until '\0')
- padding (00)
- int32 file size (uncompressed)
- int32 file offset
- int32 unknown (always 1, probably indicates end of block)
File_Item_1_END
...
File_Item_N
...
File_Item_N_END

File_1_Data (compressed, prs)
...
File_1_Data_END

File_N_Data
...
File_N_Data_END

===========================
//
// The only difference with "One Ver 0.50" is File_Item struct.
// The last 3 dwords are shifted left by 12 bytes I.e.

File_Item_1 (56 bytes): // repeats files_count times
- string name
- padding (00)
- int32 file size
- int32 file offset
- int32 unknown (always 1, probably indicates end of block)
- byte zeros[12]
File_Item_1_END




because I'm not bothered enough to do this myself.

#20 User is online MainMemory 

Posted 26 February 2016 - 10:08 PM

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Thanks for that, now HeroesONE should be compatible with Shadow's ONE files.

#21 User is offline total 

Posted 27 February 2016 - 02:00 AM

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Seems to work fine, thanks.
UPD: does not work with 0.50 ONEs (it says "Unknown Archive type"). Did you forget about those? Here is a sample, if you need it:
https://www.sendspace.com/file/e4maqp


By the way, can you please change the listview's view mode from "icons" to "details"? Because the first one is kinda annoying (long file names are cropped and so on). Not really necessary, just saying.

Also, if you care, I think I might be able to recover at least some of my info about TXD format as well (both Heroes and Shadow). Not going to do it right now, just considering.
This post has been edited by total: 27 February 2016 - 02:12 AM

#22 User is offline CommandanteStreakTH 

Posted 27 February 2016 - 06:55 AM

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View Posttotal, on 27 February 2016 - 02:00 AM, said:

Also, if you care, I think I might be able to recover at least some of my info about TXD format as well (both Heroes and Shadow). Not going to do it right now, just considering.


You talkin' to me? If you are, go ahead.

#23 User is online MainMemory 

Posted 27 February 2016 - 01:02 PM

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Okay, I got One Ver 0.50 support in.

Your document missed several things though: there are 0x90 bytes of padding between the file count and the start of the file info, the file offsets are 0xC bytes off from the actual file location, and 0.50 files have a different magic number than 0.60 files.

#24 User is offline total 

Posted 27 February 2016 - 10:07 PM

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View PostMainMemory, on 27 February 2016 - 01:02 PM, said:

Your document missed several things though: there are 0x90 bytes of padding between the file count and the start of the file info, the file offsets are 0xC bytes off from the actual file location, and 0.50 files have a different magic number than 0.60 files.

I noticed this as well and was going to point it out, but since you have figured it out yourself, I didn't.

Nice job as usual.

Also, having an "autodetect" mode would be nice I guess.
This post has been edited by total: 27 February 2016 - 10:09 PM

#25 User is online MainMemory 

Posted 27 February 2016 - 10:50 PM

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It automatically detects the type of archive when you open it, and the GUI program changes the mode selection for you, otherwise there's no way to "detect" what kind of archive you want to create.

#26 User is offline CommandanteStreakTH 

Posted 03 March 2016 - 07:01 AM

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So it worked for me, I believe. It extracted the .one files into their respective files. Now, how do I go about opening the .txd files? A GTA .txd viewer doesn't seem to work in my case...

#27 User is offline total 

Posted 03 March 2016 - 08:26 AM

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View PostCommandanteStreakTH, on 03 March 2016 - 07:01 AM, said:

Now, how do I go about opening the .txd files? A GTA .txd viewer doesn't seem to work in my case...

works just fine with PS2 version.

#28 User is offline Herm the Germ 

Posted 03 March 2016 - 09:19 AM

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View PostCommandanteStreakTH, on 03 March 2016 - 07:01 AM, said:

So it worked for me, I believe. It extracted the .one files into their respective files. Now, how do I go about opening the .txd files? A GTA .txd viewer doesn't seem to work in my case...

Did you remember to decompress the files? The files in the .ONE archives are almost all PRS-compressed files with the ".prs" extension missing. A regular ol PRS decompressor should do the trick.

#29 User is offline total 

Posted 03 March 2016 - 09:52 AM

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View PostHerm the Germ, on 03 March 2016 - 09:19 AM, said:

Did you remember to decompress the files?

HeroesONE does that automatically you know.

#30 User is offline shilz 

Posted 03 March 2016 - 02:36 PM

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View Posttotal, on 03 March 2016 - 09:52 AM, said:

View PostHerm the Germ, on 03 March 2016 - 09:19 AM, said:

Did you remember to decompress the files?

HeroesONE does that automatically you know.

But he's right though. I tried the same thing and nothing showed in TXDWorkshop. Unless TXD Worksop is a bad choice since it's made specifically for GTA, but it worked with some Heroes files.

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