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Psarc extractor in the leaked ps vita sdk
Psarc extractor in the leaked ps vita sdk













psarc extractor in the leaked ps vita sdk

(PS4 *.mdl files didn't work on Vita, probably due to different sized images.) I used a set of quickbms scripts made by froid_san (see attachment) to extract the *.gxt images and replace them with converted and resized files from the PS4 *.pack. The last few images were hidden away in *.pack files, which seem to be a container file with *.gxt, *.mdl and *.anim files. I just used a hex editor to copy them to the new GXT file created by psp2gxt.exe. They seem to subdivide the image into horizontal and vertical slices, so this one is 1x horizontal and 50x(hex 32) vertical. The magic bits are at the end of the source GXT file. Metal Max Xeno also uses some magic bits to layer images. (MMX uses DXT5 and ABGR8888 for all images, best to check the original GXT header for which to use.) If you are getting "Invalid UBC texture width", then your *.dds is in the wrong format.To Convert *.dds to *.gxt, use psp2gxt.exe from the leaked Vita or PS3 SDK. Įdit/Resize PS4 images with your favorite image editor. To Extract PS4 images, use Noesis and export to *.dds.

psarc extractor in the leaked ps vita sdk

PS4 images are stored in a very similar *.gnf format. First 2 bytes are the ability_data.nam(ability name), second 2 bytes are the ability_setumei.nam(ability description).Ĭode: 47 58 54 00 = ID string (GXT)Ġ1 00 00 00 = number of texture in the file (1)Ĥ0 00 00 00 = Offset of the texture data/ header size (0x40)Ġ0 FC 07 00 = Total size of the Textures (0x7FC00)Ġ0 00 00 00 = Number of 16 entry palettes (P4) (0x0)Ġ1 00 00 00 = Number of 256 entry palettes (P8) (0x1)Ĥ0 00 00 00 = Offset of the single texture data (0x40)Ġ0 F8 07 00 = Size of the single texture data (0x7FC00)Ġ0 10 00 95 = palette ABGR 8bpp | 256 colorsĠ0 00 00 95 = palette ARGB 8bpp | 256 colors Pointers for ability_data.nam and ability_setumei.nam are located in a 10-byte struct within the eboot.bin. ELF file, which you'll then need to pass through make_fself.exe from the leaked PSVITA devkit. To edit the eboot.bin, you need a fully decrypted and decompressed copy of the eboot.bin.įAGDec with 0syscall6 gives the proper. nam files hardcoded into the eboot.bin are: Fixing this requires comparison between the original JP/CHI game and the sysmsg_message (.arr/.nam) files from the PS4 localization. nam files hard-coded within the eboot.bin.Įxample error: Menu items descriptions are 2 pointers off from their expected locations. Issues with porting the PS4 version to the PSVITA include pointers/strings that don't match the input expected by the game, and certain. Use the experience you've gained this time and challenge it again.$WWĤ9 01 - If you make one more adjustment, you might be able to defeat it. $WWġ5 00 - Either no corresponding weapon is equipped, or you are out of bullets and big waves, but you can't use any weapons!$WWĪ6 00 - Even if you use $_I right now, it will have no effect!$WWĮ0 00 - You were so close to defeating it.















Psarc extractor in the leaked ps vita sdk