- this will cover all possible file formats for GOD EATER -> GOD EATER 2
NO FILE FORMAT
RDP
EDAT
PRES
BLZ2
STR
GIM
GMO
VAG
AT3
PMF
CONF
BIN/SPRX/PRX
TBL/STBL
PGF
SSQ
DAT
ACT
FPTH
SPS
BLT
TR2
KST
NAS
ML/GMVL
- Files with no format, usually contains nothing or certain values by viewing on hex or containing wacky text here and there.
-
Signature/Header: (GE)->
7F 45 4C 46 (ELF)
/ (GE2)->72 64 70 (rdp)
(note: inside ofINSDIR
, the RDP there isn't a RDP but has a PGD Signature/Header) -
Usually contains a lot of important files for the main game.
-
GE + GEB
GE2
[Source: https://www.psdevwiki.com/ps3/EDAT_files]
- Stored a encrypted information and needed to be decrypted by npdecrypter, usually for the DLC contents and such more, all games usually uses this for special/additional content for games like Downloadable Contents. GOD EATER uses this to store somekind of
EntryKey
,DLC Content
, and much more. this can containPRES
signatures on larger files, then for GOD EATER 2 it hasrdp
signature. (note:EntryKey
is important to unlock certain things like costume, extra mission, and etc.)
-
Signature/Header:
50 72 65 73 (Pres)
-
A specialized compression, which is like a virtual storage that has tons of structures/directories and a lot more, usually in a GZip or any other compression system.
-
GE + GEB
GE2
- Signature/Header:
62 6C 7A 32 (blz2)
- a ZLIB compression with header information. If i remember correctly, it's maximum size is on 0xFFFF or UINT16 maximum value (65535).
- This is usually a string file, contains a few or more texts, Sometimes for Layout and Spawnpoints/Spawn Area and more.
[Source: https://www.psdevwiki.com/ps3/Graphic_Image_Map_(GIM)]
- A image that only support in PSP, PS3. this image format is used in many ways in game. This image has different color index and other stuff
[Source: https://wiki.ffrtt.ru/index.php/PSP/GMO_Format]
- A model file format, Used in character/enemy models, camera and some camera death and other hitbox.
[Source: https://en.wikipedia.org/wiki/Adaptive_differential_pulse-code_modulation]
- Signature/Header:
56 41 47 70 (VAGp)
- A Compressed audio file uses
ADPCM
and used in PSX, PS2, and PSP. You can hear them being used in some sound effects (click noises as an example). The file contains the name of the file too. Some audio frequency in GOD EATER uses somewhere11000
Hz to22000
Hz, samples is only16
, as the channel is only1
(mono).
[Source: https://en.wikipedia.org/wiki/ATRAC]
- Signature/Header:
52 49 46 46 (RIFF)
- AT3 or ATRAC3, used a lot on game cutscenes, game background music and much more. although in some cases, some are small sized for looping audio for game BGM.
[Source: https://www.psdevwiki.com/psp/PMF]
- Signature/Header: Can vary but GOD EATER has this signature,
50 53 4D 46 30 30 31 35 (PSMF0015)
- Playstation Movie Format or PMF is a video file, can be played on
VLC
and can be used onFFMPEG
, it's a video file, used in Game Opening, Tutorial Videos, and Credits.
- it's a configuration file, you can pretty much modify the values if you know what you're doing.
[Source: https://en.wikipedia.org/wiki/Executable_and_Linkable_Format]
Executable and Linkable Format
orELF
. are files that is important in game. by default, they are encrypted sometimes in a~PSP
signature or something, so you will need to decrypt them. ELFs are important in the game, i can't explain much since they are very long. So you will need to do some deep research.
-
Signature/Header:
53 74 52 74 41 62 4C 65 (StRtAbLe)
-
TBL
consist in between important values that can only bee seen on HEX/Binary Editors, this usually has no headers. as forSTBL
, it has its own special header, consists ofEnemy Entry
related texts. -
STBL
- Signature/Header:
50 47 46 30 (PGF0)
- This is a font format, GOD EATER uses it's own font instead of the PSP built in fonts.
- Signature/Header:
73 73 71 64 (ssqd)
- they seem to have multiple functions, like KeyFrames or Parts, something like that.
- Usually contains a few important Binary data, atleast on what i see on Binary Editors, or sometimes just completely empty
-
Signature/Header:
41 63 54 69 4F (AcTiOn)
-
This files are separated in two,
meta_motion
andmeta_effect
. -
First is
meta_motion
, which has another signature which is4D 65 74 61 4D 6F 74 69 6F 6E (MetaMotion)
. This has connection betweeenenemy_Hit.gmo
and themodel.gmo
ormotion.gmo
?. -
Second is
meta_effect
, which has another signature as well which is45 6E 45 4D 79 45 66 46 65 43 74 (EnEMyEfFeCt)
. This has connection betweeenenemy_Effect.gmo
and the.sps
files? -
EFFECT
ACTION
- Signature/Header:
50 61 54 68 4D 61 54 72 49 78 (PaThMaTrIx)
- This is a Field Path. Each Enemy has their own
.fpth
files, each will be different in every mission field, let's say there's a enemy on a bit big map, the.fpth
file size will change size to match with that map, the size will change based on the maps being used, so they can be big or small, sometimes there will be duplicates which i don't know why.
Signature/Header: 2E 53 50 53 (.SPS)
+ 50 53 50 20 (PSP )
- SPS or Shift Particle System is made by Shift, their functions (based on
EBOOT.BIN
) is in the following:- Creates/Summons Particles
- Handle Particles any way
- Manages Enemy Bullet Effects
- Manages Enemy Effects (ex: smoke while walking/running, during enraged state like caligula's red evil eyes)
- There isn't any official tool for it to be modified.
-
A bullet for bot player and enemy, there's also
.obc
and.obcf
for player/npc bullets, their purpose is to summon bullets based on their values given, some have names (usually in offset 0x10). Also you can modify them through HEX/Binary Editor, but be warned that you will experienced a lot of crashing if you put incorrect values. -
BLT
OBC
OBFC
- Signature:
2E 74 72 32 (.tr2)
- These files are like special tables that contains a lot of text, important values, certain floats, and much more.
- Signature:
6B 73 74 31 (kst1)
- Seems to be a like a semi-replacement for the
tr2
files, used only on some parts of the game.
-
This two are important for mission fields,
col.ml
is a collision manager, while theGMVL
or sometimesgeometry_volume
, is somekind of volumes for the geometries in the field, i suppose. contains some texts i suppose. -
ML
GMVL