Rayman 2 (Dreamcast) .TEX archive

Extraction and unpacking of game archives and compression, encryption, obfuscation, decoding of unknown files
RibShark
Posts: 4
Joined: Sun Jun 12, 2016 2:59 pm

Rayman 2 (Dreamcast) .TEX archive

Post by RibShark »

These archives appear to contain a collection of PVR textures (the headers [GBIX] of these textures appear throughout the archive), but are compressed. The string "LZSS" appears at the start of every archive suggesting LZSS compression. Before each PVR file is a short int containing the size of the file in the archive followed by three "00" bytes.

Link to sample archive.
aluigi
Site Admin
Posts: 12984
Joined: Wed Jul 30, 2014 9:32 pm

Re: Rayman 2 (Dreamcast) .TEX archive

Post by aluigi »

Can you confirm if the files extracted with this script have a correct format?

Code: Select all

comtype BPE_ALT2
idstring "LZSS"
get LZSS_SIZE asize
for OFFSET = 0 != LZSS_SIZE
    get SIZE long
    math SIZE - 4
    savepos OFFSET
    xmath XSIZE "SIZE * 20"
    clog "" OFFSET SIZE XSIZE
    math OFFSET + SIZE
    goto OFFSET
next
RibShark
Posts: 4
Joined: Sun Jun 12, 2016 2:59 pm

Re: Rayman 2 (Dreamcast) .TEX archive

Post by RibShark »

Unfortunately not. The correct format is detailed here. Looking at the files that that BMS script outputs (and what other comtypes also output when I tried them), I notice an extra "00" byte before the integer 8 (which is meant to follow directly after the string "GBIX"). Thanks a lot anyway though.
Ekey
Posts: 1383
Joined: Sat Aug 09, 2014 2:34 pm

Re: Rayman 2 (Dreamcast) .TEX archive

Post by Ekey »

RibShark
Posts: 4
Joined: Sun Jun 12, 2016 2:59 pm

Re: Rayman 2 (Dreamcast) .TEX archive

Post by RibShark »

That tool opens textures of a different format which are not compressed in an archive. Actually reading the textures themselves isn't the problem though, as there are tools available for that. The problem is getting them out of the archive itself.