Secret Ponchos .phyre

Textures, recreate headers, conversions, algorithms and parsing of image files
makc_ar
Posts: 1193
Joined: Sun Aug 17, 2014 7:27 pm

Secret Ponchos .phyre

Post by makc_ar »

puggsoy
Posts: 161
Joined: Sat Dec 13, 2014 1:01 am

Re: Secret Ponchos .phyre

Post by puggsoy »

I've encountered this before, I think Hotline Miami and Gunpoint use it as well. Looks like some kind of image wrapper.

Anyway, the filename seems to consistently be at 0x99B, with the rest of the useful data (dimensions, format, and pixel data) a fixed number of bytes after it. The .png.phyre files seem to always be ARGB8, while the .dds.phyre ones are sometimes DXT1 and sometimes DXT5 (although TextureFinder gives results that I'm not sure are correct for the latter).

I'm not sure about the DDS files since that's a weird format, but I can at least convert the PNG ones.
makc_ar
Posts: 1193
Joined: Sun Aug 17, 2014 7:27 pm

Re: Secret Ponchos .phyre

Post by makc_ar »

puggsoy wrote:I can at least convert the PNG ones.

Thanks. And back .PNG to .phyre?
puggsoy
Posts: 161
Joined: Sat Dec 13, 2014 1:01 am

Re: Secret Ponchos .phyre

Post by puggsoy »

Well, I can probably allow it to replace the pixel data in a file, similar to QuickBMS's reimport function. Not sure about creating a whole new .phyre file from scratch, there's a lot of information which I don't know how to edit. So you'd be able to edit them by extracting, modifying the .png, then converting it into the original file.

I'll try make something for it in the coming days.
makc_ar
Posts: 1193
Joined: Sun Aug 17, 2014 7:27 pm

Re: Secret Ponchos .phyre

Post by makc_ar »

@puggsoy
Thank you for your time and attention to help me.