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.notes
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Remember: little endian
# 1LMG
The xml files are perhaps binary versions of scripts for the game's own
scripting lang.
arm9.bin may contain an interpreter/parser for these scripts
# IMB
## balloon_font_en.imb
Set hexeditor width to 8
---------------------------------
hexedit -l8 balloon_font_en.imb`
---------------------------------
...and you can actually see the characters.
Colour can also be controlled.
I assume there's more formatting options.
No idea where font_info.imb is used
All audio is in sound_data.sdat.
All video is contained in the *.mods files.
There are siginficant differences between H.264 and Mobiclip.
All graphics are contained in the cpac*.bin
# IIRC what Arcana said:
cpac_2d.bin are backgrounds.
cpac_3d.bin are sprites.
# Dant on CPACs // worked on the Russian translation ;us
> Cpacs are basically containers for several huge containers. And those smaller
> containers contain files compressed with LZ11. So first you have to extract
> containers from Cpac and then extract files from them.
>
> Cpac2d contains 5 containers, while Cpac3d contains 4. Not so long ago I sent
> you the image that showed what each one of them contains.
-- IMG --------------------------------------
cpac2d_001.bin (Unused Fonts)
cpac2d_002.bin (Tile Mapped Logos & Credits)
cpac2d_003.bin (Animations)
cpac2d_004.bin (Backgrounds)
cpac2d_005.bin (Empty)
cpac3d_000.bin (Buttons, Sprites, Bubbles)
cpac3d_001.bin (Empty)
cpac3d_002.bin (Unknown bfe. files)
cpac3d_003.bin (bws. Animations)
---------------------------------------------
>
> As for the files, they are stored in several formats:
> * GBA 2-bit
> * GBA 4-bit
> * GBA 8-bit
> * A315 8-bit
> * A513 8-bit
> * Direct 16-bit
>
> As I said, they are compressed with LZ11 and also have a header. They also
> contain palette in many, but not all cases. Extracting Cpacs shouldn't be a
> problem. The header is at the beginning and pretty simple. The smaller
> containers also have headers at the beginning and they are also fairly simple
> to crack.