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bgbennyboy

Latest Posts

Page: 6 of 31
Posted in: Psychonauts Explorer 1.2 Released!
 bgbennyboy
07-15-2005, 1:44 PM
#4
It's been brought to my attention that the current release of Psychonauts Explorer doesnt work correctly with the Xbox version - specifically the .ppf and .pkg files. This was due to a silly mistake on my part. If you want to use Psychonauts Explore...  [Read More]
Posted in: Psychonauts Explorer 1.2 Released!
 bgbennyboy
07-12-2005, 9:36 AM
#3
I *think* that the level (map) is the last file in each .ppf archive. As regards models John_Doe is currently working on a way to view them. He's also made a new decoder that dumps Xbox ADPCM files to normal .wav. This means that the next release of...  [Read More]
Posted in: Psychonauts Explorer 1.2 Released!
 bgbennyboy
07-09-2005, 5:28 AM
#1
A program to extract, view and convert resources from the excellent game Psychonauts. New in version 1.2Added: File search tool. Partial (and experimental) support for the PS2 version. Fixes: File dumping has been completely overhauled - now files...  [Read More]
Posted in: Psychonauts Audio File Formats
 bgbennyboy
05-22-2005, 8:04 PM
#2
Xbox Version: .xwb files: ------------------------- .xwb files are Xbox Wavebank files and contain the audio data. Structure of file: ------------------ 4 bytes: 'WBND' 4 bytes: Version 32 bytes: Bank header Strictly speaking you can seek straight p...  [Read More]
Posted in: Psychonauts Audio File Formats
 bgbennyboy
05-22-2005, 7:56 PM
#1
To go with my Psychonauts Audio Ripper (http://www.lucasforums.com/showthread.php?s=&threadid=147797) here are the specs and ripping instructions for the various audio files. Pc Version: .isb files: ----------------------- The .isb files contain...  [Read More]
Posted in: Psychonauts .PKG File Format Specs
 bgbennyboy
07-19-2005, 6:28 AM
#33
I've uploaded a zip here (http://www.gorman.btinternet.co.uk/XboxAudio.zip) with some examples of the distorted Xbox Audio and the original data. All the information about the files is in info.txt. :) JustinRoad - yes that would be helpful. I'll upl...  [Read More]
Posted in: Psychonauts .PKG File Format Specs
 bgbennyboy
07-18-2005, 5:03 PM
#29
Excellent, good old google cache :) I kept experiencing that too, when searching for information on Xbox ADPCM and Xbox wavebanks I kept coming across my own posts. I've mostly completed the dds' stuff. It now displays almost all of the dds' in the...  [Read More]
Posted in: Psychonauts .PKG File Format Specs
 bgbennyboy
07-17-2005, 6:37 PM
#26
After finding yet another texture id (6) I can now parse all .dds' in .ppf archives for both the pc and xbox version. Thanks for all your help JustinRoad. Now I have to write some code to generate a dds header and hopefully that should be it. Hopefu...  [Read More]
Posted in: Psychonauts .PKG File Format Specs
 bgbennyboy
07-17-2005, 1:01 PM
#25
Nice one! I've not tested it with all the xbox files yet but I can parse through Xbox Asco.ppf now. The 2 byte value at comes directly after the usual 44 byte header. If it = 256 or 1 - then there's the 1024 byte palette, otherwise there isnt. The...  [Read More]
Posted in: Psychonauts .PKG File Format Specs
 bgbennyboy
07-16-2005, 2:32 PM
#23
I spoke too soon. I can parse all the dds' in the pc version, but the xbox version has another texture id - 14. In asco.ppf (xbox): textures\lightmaps\asco\lightmap000.dds (yes that file again). ID = 313 ID 2 = 33119 Texture ID = 14 Width = 256 Hei...  [Read More]
Posted in: Psychonauts .PKG File Format Specs
 bgbennyboy
07-16-2005, 4:55 AM
#22
I can now parse all the .dds's (except a few in common.ppf which I will fix later). The next step is to clean up my messy code and then work out which texture id corresponds to which dds format so I can recreate the dds' :)...  [Read More]
Posted in: Psychonauts .PKG File Format Specs
 bgbennyboy
07-15-2005, 7:41 AM
#21
It looks like they are animations like you said. But the frames are all within the same file. I've only looked at ui_joystick_01.dds right now but: The file sizes in my previous post were wrong, in this other format the header is 72 bytes not 44 as...  [Read More]
Posted in: Psychonauts .PKG File Format Specs
 bgbennyboy
07-14-2005, 12:52 PM
#19
All texture format 0: common.ppf (1st file) joystick01.dds 64*64 actual size=14628 In almost every other .ppf: textures\fxtextures\flames\flickera_00.dds 64*64 actual size=60836 flames_00.dds 64*128 actual size=88016 Their second ID No is always...  [Read More]
Posted in: Psychonauts .PKG File Format Specs
 bgbennyboy
07-14-2005, 11:38 AM
#18
I should make new posts rather than keep editing my old ones. :) This is what I have at the moment, and it seems to work ok. if (mipmaps=0) or (mipmaps > 20) then begin temp:=min(width, height); case temp of 512: mipmaps:=10; 256: mipmaps:=9; 128...  [Read More]
Posted in: Psychonauts .PKG File Format Specs
 bgbennyboy
07-14-2005, 11:14 AM
#16
Thanks for explaining :) As you can see, I edited the old post while you were typing that one, but I used max instead of min(). I've just tried min() and it computes the size incorrectly, are you sure you meant min and not max? [Edit] No, you're r...  [Read More]
Posted in: Psychonauts .PKG File Format Specs
 bgbennyboy
07-14-2005, 10:58 AM
#14
Thanks :) but I'm not sure exactly what LogBase2() means. I have very little maths knowledge. Instead I have done this, which seems to work if mipmaps=0 then begin temp:=max(width, height); case temp of 512: mipmaps:=10; 256: mipmaps:=9; 128: mipma...  [Read More]
Posted in: Psychonauts .PKG File Format Specs
 bgbennyboy
07-14-2005, 10:13 AM
#12
Ok so the next 2 lightmaps: textures\lightmaps\asco\lightmap001.dds ID = 483 ID 2 = 45429 Texture ID = 0 Width = 32 Height = 16 Mipmaps = 0 totalsize= 2732 actualsize=2728 =5 mipmaps textures\lightmaps\asco\lightmap002.dds ID = 484 ID 2 = 45430 Tex...  [Read More]
Posted in: Psychonauts .PKG File Format Specs
 bgbennyboy
07-14-2005, 10:01 AM
#11
Right then it seems I was doing two things wrong: I was using the DXTx method for calculating the size of non-square textures when (I think) textureID 0 isnt DXTx compression. When I hardcode 8 mipmaps it parses the first lightmap fine, then comput...  [Read More]
Posted in: Psychonauts .PKG File Format Specs
 bgbennyboy
07-14-2005, 9:52 AM
#10
Its great to have someone else's input :) I'm just trying to get my head around all this again, its been a week or so since I was messing with this. For texture id 0 I've assumed that the minimum mipmap size is 1 because I dont *think* that its one...  [Read More]
Posted in: Psychonauts .PKG File Format Specs
 bgbennyboy
07-08-2005, 8:42 PM
#8
DDS files inside PPF archives: 'PPAK' - header 2 bytes - Number of DDS files *Repeat for each DDS* 40 bytes - ? 2 bytes - Filename length X bytes - Filename 2 bytes - ID number 2 bytes - Bigger ID number 2 bytes - Texture ID 10 bytes - ? 4 bytes - T...  [Read More]
Posted in: Psychonauts .PKG File Format Specs
 bgbennyboy
07-08-2005, 4:49 PM
#7
LF has lost the last month's worth of posts. :¬: I've made some progress with the .dds' in the .ppf's, I can now parse many of them, but there are some that still give me headaches. I'll post about what I've found out/what I'm stuck with later :)...  [Read More]
Posted in: Psychonauts .PKG File Format Specs
 bgbennyboy
05-22-2005, 8:49 AM
#3
Cool! If you or anyone else could figure out the format of the level pack files that'd be great too. The .apf files are the same on both pc and xbox, but the .ppf ones differ (when decompressed). I'm not sure about the .ppf's at all, I dont *think*...  [Read More]
Posted in: Psychonauts .PKG File Format Specs
 bgbennyboy
05-16-2005, 5:45 PM
#1
I've just finished my Psychonauts .PKG Dumper (http://www.lucasforums.com/showthread.php?s=&threadid=148932) so here are the specs for the .PKG file format. Psychonauts .PKG File Format: ----------------------------- Offsets are relative to th...  [Read More]
Posted in: Psychonauts Audio Ripper
 bgbennyboy
05-21-2005, 12:06 PM
#30
The pc version also uses the xbox adpcm codec for the majority of sounds....  [Read More]
Posted in: Psychonauts Audio Ripper
 bgbennyboy
05-21-2005, 6:02 AM
#28
Well done guybrushthedwar, did no-one else actually think to read the readme, or the section in the first post that says 'What do I need to use this?'?...  [Read More]
Page: 6 of 31