Silent Hill: Origins Ps2 (Europe) - Kft Font

Extraction and unpacking of game archives and compression, encryption, obfuscation, decoding of unknown files
ISKA
Posts: 223
Joined: Mon Apr 09, 2018 11:09 pm

Silent Hill: Origins Ps2 (Europe) - Kft Font

Post by ISKA »

I completed sh origin translation but i can not find font file.
I need font file for editing. Could you help me? Game using renderware engine btw.
Files: https://www22.zippyshare.com/v/HWkVSzfy/file.html
Last edited by ISKA on Sun Jan 26, 2020 9:29 am, edited 1 time in total.
LokiReborn
Posts: 190
Joined: Fri Aug 26, 2016 3:11 pm

Re: Silent Hill: Origins Ps2 (Europe) - Font

Post by LokiReborn »

ISKA wrote:I completed sh origin translation but i can not find font file.
I need font file for editing. Could you help me? Game using renderware engine btw.
Files: https://www22.zippyshare.com/v/HWkVSzfy/file.html


If I had to go out on a limb I'd put my money on FontEUR & FontJAP files. The former being used for everything other than Japanese.
ISKA
Posts: 223
Joined: Mon Apr 09, 2018 11:09 pm

Re: Silent Hill: Origins Ps2 (Europe) - Font

Post by ISKA »

LokiReborn wrote:
ISKA wrote:I completed sh origin translation but i can not find font file.
I need font file for editing. Could you help me? Game using renderware engine btw.
Files: https://www22.zippyshare.com/v/HWkVSzfy/file.html


If I had to go out on a limb I'd put my money on FontEUR & FontJAP files. The former being used for everything other than Japanese.

Sorry but they are not font, they are ps2 icons.
LokiReborn
Posts: 190
Joined: Fri Aug 26, 2016 3:11 pm

Re: Silent Hill: Origins Ps2 (Europe) - Font

Post by LokiReborn »

ISKA wrote:
LokiReborn wrote:
ISKA wrote:I completed sh origin translation but i can not find font file.
I need font file for editing. Could you help me? Game using renderware engine btw.
Files: https://www22.zippyshare.com/v/HWkVSzfy/file.html


If I had to go out on a limb I'd put my money on FontEUR & FontJAP files. The former being used for everything other than Japanese.

Sorry but they are not font, they are ps2 icons.


Are you sure? If that's the case there is no reason for the Japanese file to be 5x larger than the European one, they should be roughly the same size.

Edit: And I'm not referring to the txd file at the start of the file either, there is a second file embedded too in both. The txd portion only accounts for about 18 kilobytes of each file.
ISKA
Posts: 223
Joined: Mon Apr 09, 2018 11:09 pm

Re: Silent Hill: Origins Ps2 (Europe) - Font

Post by ISKA »

LokiReborn wrote:
ISKA wrote:
LokiReborn wrote:
If I had to go out on a limb I'd put my money on FontEUR & FontJAP files. The former being used for everything other than Japanese.

Sorry but they are not font, they are ps2 icons.


Are you sure? If that's the case there is no reason for the Japanese file to be 5x larger than the European one, they should be roughly the same size.

Edit: And I'm not referring to the txd file at the start of the file either, there is a second file embedded too in both. The txd portion only accounts for about 18 kilobytes of each file.


Actually i notice this. If you delete Actually i notice this. You can see texture with txd viewer. I tried this method and i got only one image from fontjab folder. The image was ps2 buttons. But their size was different. I can't unable to understand.
LokiReborn
Posts: 190
Joined: Fri Aug 26, 2016 3:11 pm

Re: Silent Hill: Origins Ps2 (Europe) - Font

Post by LokiReborn »

ISKA wrote:
LokiReborn wrote:
ISKA wrote:Sorry but they are not font, they are ps2 icons.


Are you sure? If that's the case there is no reason for the Japanese file to be 5x larger than the European one, they should be roughly the same size.

Edit: And I'm not referring to the txd file at the start of the file either, there is a second file embedded too in both. The txd portion only accounts for about 18 kilobytes of each file.

A second file? Really? You can delete hexadecimal and show textures.
You can open txd files with PS2TXDViewer. Maybe not fonts.


Ya so I saw those 2, which are identical I attached both sets from the original I found. Not familiar with the format honestly but the hex header before the files inside both as these
JPN:
z:\silent hill origins\design\globalstream\globalstream\build output\ps2\texture dictionary\{59db5a57-4fa4-4076-8dac-b88b0bb68562}.txd (this is the pic you attached)
Z:\Silent Hill Origins\Design\GlobalStream\GlobalStream\Build Output\PS2\Target Resources\{DF8C1152-6DD0-4037-88EC-8B985BF378EA}.Kft (this is the one i think might be a font)

EU:
z:\silent hill origins\design\globalstream\globalstream\build output\ps2\texture dictionary\{3d2ea2d9-bf98-40d0-ad64-da7590361654}.txd
Z:\Silent Hill Origins\Design\GlobalStream\GlobalStream\Build Output\PS2\Target Resources\{570DA267-CE62-43CD-8E50-BCE4EB02CACC}.Kft
ISKA
Posts: 223
Joined: Mon Apr 09, 2018 11:09 pm

Re: Silent Hill: Origins Ps2 (Europe) - Font

Post by ISKA »

LokiReborn wrote:
ISKA wrote:
LokiReborn wrote:
Are you sure? If that's the case there is no reason for the Japanese file to be 5x larger than the European one, they should be roughly the same size.

Edit: And I'm not referring to the txd file at the start of the file either, there is a second file embedded too in both. The txd portion only accounts for about 18 kilobytes of each file.

A second file? Really? You can delete hexadecimal and show textures.
You can open txd files with PS2TXDViewer. Maybe not fonts.


Ya so I saw those 2, which are identical I attached both sets from the original I found. Not familiar with the format honestly but the hex header before the files inside both as these
JPN:
z:\silent hill origins\design\globalstream\globalstream\build output\ps2\texture dictionary\{59db5a57-4fa4-4076-8dac-b88b0bb68562}.txd (this is the pic you attached)
Z:\Silent Hill Origins\Design\GlobalStream\GlobalStream\Build Output\PS2\Target Resources\{DF8C1152-6DD0-4037-88EC-8B985BF378EA}.Kft (this is the one i think might be a font)

EU:
z:\silent hill origins\design\globalstream\globalstream\build output\ps2\texture dictionary\{3d2ea2d9-bf98-40d0-ad64-da7590361654}.txd
Z:\Silent Hill Origins\Design\GlobalStream\GlobalStream\Build Output\PS2\Target Resources\{570DA267-CE62-43CD-8E50-BCE4EB02CACC}.Kft


Thanks everything. I cannot find anything about font that kft file extension. Do you know unpack and repack this kft file extension fonts?
LokiReborn
Posts: 190
Joined: Fri Aug 26, 2016 3:11 pm

Re: Silent Hill: Origins Ps2 (Europe) - Font

Post by LokiReborn »

ISKA wrote:
LokiReborn wrote:
ISKA wrote:A second file? Really? You can delete hexadecimal and show textures.
You can open txd files with PS2TXDViewer. Maybe not fonts.


Ya so I saw those 2, which are identical I attached both sets from the original I found. Not familiar with the format honestly but the hex header before the files inside both as these
JPN:
z:\silent hill origins\design\globalstream\globalstream\build output\ps2\texture dictionary\{59db5a57-4fa4-4076-8dac-b88b0bb68562}.txd (this is the pic you attached)
Z:\Silent Hill Origins\Design\GlobalStream\GlobalStream\Build Output\PS2\Target Resources\{DF8C1152-6DD0-4037-88EC-8B985BF378EA}.Kft (this is the one i think might be a font)

EU:
z:\silent hill origins\design\globalstream\globalstream\build output\ps2\texture dictionary\{3d2ea2d9-bf98-40d0-ad64-da7590361654}.txd
Z:\Silent Hill Origins\Design\GlobalStream\GlobalStream\Build Output\PS2\Target Resources\{570DA267-CE62-43CD-8E50-BCE4EB02CACC}.Kft


Thanks everything. I cannot find anything about font that kft file extension. Do you know unpack and repack this kft file extension fonts?


I'm honestly not sure that it is even the fonts it just seemed to add up given the name of the file and the significant difference in the sizes. Assuming it is the correct file there is an length value right before the data to say how bytes are in the original file. Same thing for the second file. Wish I knew exactly how to help ya out but when it comes to that type of data (glyphs and image formats) it's not really my thing. hope someone else can point you in the correct direction.
ISKA
Posts: 223
Joined: Mon Apr 09, 2018 11:09 pm

Re: Silent Hill: Origins Ps2 (Europe) - Kft Font

Post by ISKA »

Up!
ISKA
Posts: 223
Joined: Mon Apr 09, 2018 11:09 pm

Re: Silent Hill: Origins Ps2 (Europe) - Kft Font

Post by ISKA »

Up
Allen
Posts: 156
Joined: Tue Sep 01, 2015 9:44 am

Re: Silent Hill: Origins Ps2 (Europe) - Kft Font

Post by Allen »

I tried to analyze it, but in the end it was not completely successful. I posted the format structure and hope someone is interested in it.
I failed to parse the image.
FontEUR contains 2 files, one is txd and one is kft.
16 07 00 00 A8 14 02 00 65 00 02 1C
0x716 is rwChunkID,0x214A8 is rwChunkSize,0x1c020065 is rwChunkVersion
1st 0x716 file is txd.
2nd 0x716 file is kft.

0x1000 is kft rwChunkID.

Code: Select all

//------------------------------------------------
//--- 010 Editor v8.0.1 Binary Template
//
//      File: Silent Hill: Origins PS2 (Europe) - Kft Font
//   Authors: Allen
//------------------------------------------------
typedef struct rwChunk{
    DWORD   rwID;
    DWORD   rwChunkSize;
    DWORD   rwVersion;
};

rwChunk header;
byte    pad[236];
DWORD   kftDataSize;
rwChunk kftHeader;
short   unk;
short   unk2;
short   fntNameLen;
short   unk3;
char    fontName[fntNameLen];
byte    unknown[20];
struct {
    short   chunkID;
    short   unkID;
    DWORD   chunkSize;
    short   numData;
    short   unk;
    struct{
        short   unk;
        short   unk2;
        byte    unk3;
        byte    unk4;
        byte    unk5;
        byte    unk6;
        float   coord[4];
    }data[numData];
}chunk1;

struct {
    short   chunkID;
    short   unkID;
    DWORD   chunkSize;
    short   numData;
    short   unk;
    struct{
        ubyte RGBA[4];
    }colorMap[numData];
}chunk2;

struct {
    short   chunkID;
    short   unkID;
    DWORD   chunkSize;
    short   numData;
    short   unk;
    struct{
        short   unk1;
        short   unk2;
        short   unk3;       
    }data[numData];
}chunk3;

struct {
    short   chunkID;
    short   unkID;
    DWORD   chunkSize;
    short   numChar;
    short   unk;
    int     unk2;
    struct{
        wchar_t   charEncode;//UTF-16 Unicode
        short   unk;
        byte    unk2;       
        byte    unk3;
        byte    unk4;
        byte    unk5;
        DWORD   dataOffset;
        WORD    dataSize;
        short   unk6;
    }charInfo[numChar];
    local int baseOffset = FTell();
    local int i;
    for(i=0;i<numChar;i++)
    {
        FSeek(baseOffset+charInfo[i].dataOffset);
        struct{
            byte    fontData[charInfo[i].dataSize];//2bpp pixel??
        }fontData;
    }
    if ((FTell()%4)>0)
    {
        byte padding[4-(FTell()%4)];
    }
}chunk4;
ISKA
Posts: 223
Joined: Mon Apr 09, 2018 11:09 pm

Re: Silent Hill: Origins Ps2 (Europe) - Kft Font

Post by ISKA »

Allen wrote:I tried to analyze it, but in the end it was not completely successful. I posted the format structure and hope someone is interested in it.
I failed to parse the image.
FontEUR contains 2 files, one is txd and one is kft.
16 07 00 00 A8 14 02 00 65 00 02 1C
0x716 is rwChunkID,0x214A8 is rwChunkSize,0x1c020065 is rwChunkVersion
1st 0x716 file is txd.
2nd 0x716 file is kft.

0x1000 is kft rwChunkID.

Code: Select all

//------------------------------------------------
//--- 010 Editor v8.0.1 Binary Template
//
//      File: Silent Hill: Origins PS2 (Europe) - Kft Font
//   Authors: Allen
//------------------------------------------------
typedef struct rwChunk{
    DWORD   rwID;
    DWORD   rwChunkSize;
    DWORD   rwVersion;
};

rwChunk header;
byte    pad[236];
DWORD   kftDataSize;
rwChunk kftHeader;
short   unk;
short   unk2;
short   fntNameLen;
short   unk3;
char    fontName[fntNameLen];
byte    unknown[20];
struct {
    short   chunkID;
    short   unkID;
    DWORD   chunkSize;
    short   numData;
    short   unk;
    struct{
        short   unk;
        short   unk2;
        byte    unk3;
        byte    unk4;
        byte    unk5;
        byte    unk6;
        float   coord[4];
    }data[numData];
}chunk1;

struct {
    short   chunkID;
    short   unkID;
    DWORD   chunkSize;
    short   numData;
    short   unk;
    struct{
        ubyte RGBA[4];
    }colorMap[numData];
}chunk2;

struct {
    short   chunkID;
    short   unkID;
    DWORD   chunkSize;
    short   numData;
    short   unk;
    struct{
        short   unk1;
        short   unk2;
        short   unk3;       
    }data[numData];
}chunk3;

struct {
    short   chunkID;
    short   unkID;
    DWORD   chunkSize;
    short   numChar;
    short   unk;
    int     unk2;
    struct{
        wchar_t   charEncode;//UTF-16 Unicode
        short   unk;
        byte    unk2;       
        byte    unk3;
        byte    unk4;
        byte    unk5;
        DWORD   dataOffset;
        WORD    dataSize;
        short   unk6;
    }charInfo[numChar];
    local int baseOffset = FTell();
    local int i;
    for(i=0;i<numChar;i++)
    {
        FSeek(baseOffset+charInfo[i].dataOffset);
        struct{
            byte    fontData[charInfo[i].dataSize];//2bpp pixel??
        }fontData;
    }
    if ((FTell()%4)>0)
    {
        byte padding[4-(FTell()%4)];
    }
}chunk4;


Thanks Allen, i hope.
ISKA
Posts: 223
Joined: Mon Apr 09, 2018 11:09 pm

Re: Silent Hill: Origins Ps2 (Europe) - Kft Font

Post by ISKA »

Up
ISKA
Posts: 223
Joined: Mon Apr 09, 2018 11:09 pm

Re: Silent Hill: Origins Ps2 (Europe) - Kft Font

Post by ISKA »

Maybe i found font tools.
https://github.com/mbystryantsev/consol ... 20Memories
Anyone can make compile this files?
ISKA
Posts: 223
Joined: Mon Apr 09, 2018 11:09 pm

Re: Silent Hill: Origins Ps2 (Europe) - Kft Font

Post by ISKA »

up
ISKA
Posts: 223
Joined: Mon Apr 09, 2018 11:09 pm

Re: Silent Hill: Origins Ps2 (Europe) - Kft Font

Post by ISKA »

up