Resident Evil Dead Aim (.ZIM)

Textures, recreate headers, conversions, algorithms and parsing of image files
CaxUchiha
Posts: 14
Joined: Sun Feb 28, 2016 1:08 pm

Resident Evil Dead Aim (.ZIM)

Post by CaxUchiha »

I extracted the .BIN from this game using the awesome bms script made by aluigi (http://zenhax.com/viewtopic.php?f=9&t=5172) and can figure out the files that are textures. These have the .zim extension and I found something using Texturefinder...

Image

Could anyone take a look at the next samples for try to convert to a more conventional format? Thanks in advance! :D
Acewell
Posts: 706
Joined: Fri Aug 08, 2014 1:06 am

Re: Resident Evil Dead Aim (.ZIM)

Post by Acewell »

looks like tm2 data with custom header :D
Image
CaxUchiha
Posts: 14
Joined: Sun Feb 28, 2016 1:08 pm

Re: Resident Evil Dead Aim (.ZIM)

Post by CaxUchiha »

Thanks Ace! :D

are the same settings in this program for the other textures? o.O
episoder
Posts: 123
Joined: Fri Oct 27, 2017 7:36 pm

Re: Resident Evil Dead Aim (.ZIM)

Post by episoder »

2 different types. 4 and 8 bit. the pallette offset is different ofc. damn hammered my head on this 8 bit palette shuffle. but have the batch exporter.
CaxUchiha
Posts: 14
Joined: Sun Feb 28, 2016 1:08 pm

Re: Resident Evil Dead Aim (.ZIM)

Post by CaxUchiha »

Thanks again episoder :D