Just like the PC version, all sprites and animations are stored in the .baf files under "GameData/AnimFiles", despite this, previously made scripts (viewtopic.php?f=7&t=444&hilit=battleblock) seemingly fail to function with these Xbox 360 counterparts. I assume they're compressed, since that was also the problem on the PC game.
I'm a complete rook at this stuff, but a quick glance between two of the same textures from the PC and 360 versions in a hex editor shows they look completely different.
I'll supply some sample files from both platforms, any assistance is greatly appreciated! I thank you in advance
# BattleBlock Theater .baf format (Xbox 360) # # Written by puggsoy and MerlinSVK # script for QuickBMS http://quickbms.aluigi.org
big endian comtype zlib get ZSIZE asize math ZSIZE -= 4 get SIZE long clog MEMORY_FILE 4 ZSIZE SIZE
get FILENUM short MEMORY_FILE
goto 0x50 MEMORY_FILE
for i = 1 <= FILENUM get SIZE long MEMORY_FILE get OFFSET long MEMORY_FILE get NAME filename set NUM string i string NAME -= 4 string NAME += _ string NAME += NUM string NAME += .rawpixels
log NAME OFFSET SIZE MEMORY_FILE
goto 0x30 MEMORY_FILE SEEK_CUR next i
but in this case we don't have a DDS header. And idk what pixel format it is but looks like it's 8bpp format.
0x48 & 0x4C - width and heigth. 2048x2048 for BBTFont3_48.baf.