Skip to content

Latest commit

 

History

History
237 lines (143 loc) · 11.6 KB

File_Format_List.md

File metadata and controls

237 lines (143 loc) · 11.6 KB

FILE FORMATS (PSP)

  • this will cover all possible file formats for GOD EATER -> GOD EATER 2

Table of Contents

NO FILE FORMAT

  • Files with no format, usually contains nothing or certain values by viewing on hex or containing wacky text here and there.

RDP Format

  • Signature/Header: (GE)-> 7F 45 4C 46 (ELF) / (GE2)-> 72 64 70 (rdp) (note: inside of INSDIR, 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

GEB_OLDER

  • GE2

GE2

EDAT Format

[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 contain PRES signatures on larger files, then for GOD EATER 2 it has rdp signature. (note: EntryKey is important to unlock certain things like costume, extra mission, and etc.)

PRES Format

  • 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

PRES 10

  • GE2

PRES 20

BLZ2 Format (GOD EATER 2)

  • 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).

blz2

STR Format

  • This is usually a string file, contains a few or more texts, Sometimes for Layout and Spawnpoints/Spawn Area and more.

STR

GIM Format

[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

gim sample

GMO Format

[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.

calig

VAG Format

[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 somewhere 11000 Hz to 22000 Hz, samples is only 16, as the channel is only 1 (mono).

VAG

AT3 Format

[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. AT3

PMF Format

[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 on FFMPEG, it's a video file, used in Game Opening, Tutorial Videos, and Credits.

PMF

CONF Format

  • it's a configuration file, you can pretty much modify the values if you know what you're doing.

BIN/SPRX/PRX Format

[Source: https://en.wikipedia.org/wiki/Executable_and_Linkable_Format]

  • Executable and Linkable Format or ELF. 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.

TBL/STBL Format

  • 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 for STBL, it has its own special header, consists of Enemy Entry related texts.

  • STBL

stbl

PGF Format

  • 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.

PGF

SSQ Format

  • Signature/Header: 73 73 71 64 (ssqd)
  • they seem to have multiple functions, like KeyFrames or Parts, something like that.

SSQ

DAT Format

  • Usually contains a few important Binary data, atleast on what i see on Binary Editors, or sometimes just completely empty

ACT Format

  • Signature/Header: 41 63 54 69 4F (AcTiOn)

  • This files are separated in two, meta_motion and meta_effect.

  • First is meta_motion, which has another signature which is 4D 65 74 61 4D 6F 74 69 6F 6E (MetaMotion). This has connection betweeen enemy_Hit.gmo and the model.gmo or motion.gmo?.

  • Second is meta_effect, which has another signature as well which is 45 6E 45 4D 79 45 66 46 65 43 74 (EnEMyEfFeCt). This has connection betweeen enemy_Effect.gmo and the .sps files?

  • EFFECT

act_effect

  • ACTION

act_action

FPTH Format

  • 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. FPTH

SPS Format

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.

sps

BLT Format

  • 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

BLT

  • OBC

OBC

  • OBFC

OBFC

TR2 Format

  • 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. TR2 modding (useful for GEB, GE2, GER, GE2RB)

KST Format (GOD EATER 2)

  • 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.

NAS Format

  • unknown, but probably a sequence for NPCs. NAS

ML/GMVL Format

  • This two are important for mission fields, col.ml is a collision manager, while the GMVL or sometimes geometry_volume, is somekind of volumes for the geometries in the field, i suppose. contains some texts i suppose.

  • ML

ML

  • GMVL

GMVL