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  1. kion

    PSO Asset Exports

    I guess the start flow would look something like this.
  2. kion

    PSO Asset Exports

    Thanks to you and vincent for the plugin. I looked over the PDF and saw that they included a lot more detailed descriptions of strip flags, and material flags, ect. compared to what's in the NinjaGD.pdf from the Katana SDK. For the most part I think I have a pretty accurate representation of the...
  3. kion

    PSO Asset Exports

    Trying to think of what else is left to document to try and complete everything for PSOv2 on the PC / DC. I need to add the example implementation for PVM, should probably start the wiki on PVR. And then what's remaining after that is the stage documentation. So probably next post I can start...
  4. kion

    PSO Asset Exports

    Okay, I might as well start drafting out documentation for the PVR file format. 'Pvr' stands for PowerVR, and we can use wikipedia for an explanation of what PowerVR. Imagination Technologies is a company in the UK. And it looks like the Japanese company NEC licensed the technology from...
  5. kion

    PSO Asset Exports

    GSL is a pretty generic archive format, so you read the offset and extract the files like everything else. For .rel assets, there are only a few of them in the game and they pretty much the same format at the stage maps. You start at EOF -16, to get the pointer to the header table. And then from...
  6. kion

    PSO Asset Exports

    Small update. I've been working on Shenmue animations for a while. It looks like the devs used a pretty complicated format using inverse kinematics. To take a break from that I made a set of tools to convert Ikaruga's .nj files to my own .dmf format (animations included). The tool can be found...
  7. kion

    PSO Asset Exports

    Okay managed to find all of the skyboxes. It ended up being as simple as looking for the s.nj files, checking to see if there is a s.pvm file or not, and then generating a function to handle loading the assets. So next step is going to be the ultimate enemies. And it looks like Sega was nice...
  8. kion

    PSO Asset Exports

    Quick notes on more assets to extract. Boss 1: bm_boss1_dragon_a.bml bm_boss1_dragon.bml bm_obj_boss1_common.bml bm_obj_boss1_common_a.bml obj_boss1_common.pvm obj_boss1_common_a.pvm Boss 2: bm_boss2_de_rol_le_a.bml bm_boss2_de_rol_le.bml bm_boss3_volopt_ap.bml bm_boss3_volopt.bml...
  9. kion

    PSO Asset Exports

    Went back and grabbed the rel objects from the forest gsl. Next to try to see if this works with the Pioneer 2 NPC's. Okay and also finished off the NPC rels in city.gsl. They ended up being the pre-made NPC hunters, which might help map out the texture numbers for the different outfits...
  10. kion

    PSO Asset Exports

    City map_city_on_e.bin map_city_on_f.bin map_city_on_g.bin map_city_on_j.bin map_city_on_s.bin map_city_off_e.bin map_city_off_f.bin map_city_off_g.bin map_city_off_j.bin map_city_off_s.bin fs_obj_warp.bml fs_obj_warp.pvm bm_obj_warpboss.bml bm_obj_city_common.bml symbolchatcolli.prs...
  11. kion

    PSO Asset Exports

    So on to Ruins. There are a bunch of custom assets. So I'll probably have to go back and add in things like teleports and stuff. Hopefully Ruins 2 and 3 won't add in too much. Ancient 01 GSL o_key_ancient02.pvm seems like the odd texture out. Everything else seems to have textures. Ancient...
  12. kion

    PSO Asset Exports

    It's been almost a month since posting. I guess I've had a busy summer. Caves 02 GSL Okay, that wasn't too bad. The assets that I didn't have were pretty straight forward. not too many animations, and everything was generally grouped together. So onto caves 03. Caves 03 GSL Thank god...
  13. kion

    Pso Dev Wiki Staging Thread

    Oh nice, the wiki has a much better image than the Katana SDK docs. And there's "twiddled" name drop, spelled with one 'd'. Maybe that explains why I couldn't find much searching google for 'twiddled'. But this description makes a lot more sense. Writing the documentation gave me some ideas...
  14. kion

    Pso Dev Wiki Staging Thread

    Okay, for PVR textures I guess it makes the most sense to go from top to bottom. Like other files PVR textures use a magic number "PVRT" followed by the length of the pvr texture. The header of pvr is 8 bytes in length: struct pvr_header_t { uint8_t encode_format; uint8_t pixel_format...
  15. kion

    Pso Dev Wiki Staging Thread

    I was hoping to add some more information over the weekend, but either way it's time for some more forum spam. For document I wrote, there was generally already something there so I was able to contrast with what else needed to be added. So for pvmh and pvrt, I guess I can at least add the basic...
  16. kion

    Pso Dev Wiki Staging Thread

    For now I've created a "dreamcast" namespace in the wiki to document the PSO v2 formats as it. My thinking is that the Dreamcast documentation can serve as a base for file formats in Gamecube and PsoBB that haven't been documented yet. Pages added: AFS Archive BML Archive GSL Archive Ninja...
  17. kion

    Pso Dev Wiki Staging Thread

    The key frame list is generally declared above the motion table, so you can use the start offset of the motion table to check against the last key frame list.
  18. kion

    Pso Dev Wiki Staging Thread

    Okay last chunk to describe before jumping into the wiki Ninja Texture List So the image above it pretty ugly, but the struct are pretty simple. The first struct 0x08 is the offset to the texture list, 0x02 is the number of textures. typedef struct { NJS_TEXNAME *textures; /*...
  19. kion

    Pso Dev Wiki Staging Thread

    As far as I can tell PSOv2 for Dreamcast and PC always uses the format: struct NJS_MKEY_A { uint32_t keyframe; int32_t angle[3]; } For PsoBB, i think it could use the 32 bit format, but more often than not it's probably going to be: struct NJS_MKEY_A { uint16_t keyframe...
  20. kion

    Pso Dev Wiki Staging Thread

    Okay so moving on to ninja motion (.njm). Ninja Motion uses the magic number NMDM, followed by the length of the file. The first struct in the file often looks like the following: NJS_MOTION 60060000 1E000000 03000200 What this is is the pointer to the motion table (0x660), the number of...
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