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Xenon ps3 modding tool3/1/2023 ![]() ![]() Still, the part about having hidden data in the bigfile stays true I think. ![]() changed compared to TRU.Įdit: Looks like the DRM file is more similar to the TRU version than I thought. And after that, see if the format of the mesh, textures, etc. So I guess we need to find a way to generate/extract the full DRM file. I also started looking for filenames, you can see what I have here. see HERE for my shitty extractor that doesn't work. I made a basic extractor, and indeed you only extract like 900MB out of the 2.7GB of the bigfile. But that "real" data is not in the index of the bigfile. Now, for TR9, it looks like the DRM file entry in the bigfile is only an index file of those kind of "Resolvers" and the "real" data is elsewhere in the bigfile. Before, in TRU, there was the main DRM file (compressed "CDRM") and you had some pointers to data elsewhere (what Rick called "Resolvers", see : HERE ![]() The thing that is different is how the DRM files are built. I made a copy of his code here: Ībout the format of the archive, it's pretty basic, looks a lot like TRU. I used the work done by Rick on DX3 and TR for the following. Is it "TAFS" like "TA" file system, or "FATS" like File Allocation Table "S"? Here's what I found and my current interrogations.ĭoes any one know if "TAFS" is a known format? My guess is that it's proprietary (as is everything in every TR games.). ![]()
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