

HOW TO MOD CLEMENTINE MUSIC PLAYER CODE
nbl archives with these tools although I had to modify the code in order to get it to compile.Welcome to the first unofficial User interface mod! You can find the source code here: You should be able to extract most. Only issue is he never completed the decryption of the TMLL header chunk thought to house texture data so at some point we'd have to work that out ourselves. Anyways, essen from the old EGS private server created a set of tools that help with manipulating SEGA files. I'm not sure if this is so weird attempt at obfuscation but I don't have the knowledge to determine whether or not that's true. The problem with creating a parser for the models is identifying useless information from proper values dynamically. Models seem to have 4 submeshes in a 4x4 identity matrix with attributes packed in between each one. XNJ's have typical information at the start, magic number, data length, header, and a number that I believe to be file size followed by indices data and UV size. While similar to PSO's ninja files, they've upgraded security by using a blowfish cypher to obfuscate files and have a different compression method, maybe because these files are only meant to work with the Sonic Team's proprietary engine used in the 2006 Sonic game. xnj, are both simple and complex in terms of structure. Noticing there is a Language Section such as J/AE/G/F in the quest Data there is also Quest C, B, A, S, 1 ,2 ,3 ,4 then There are Block referencing which completely depends on the mission itself. Through my findings last night, Looking at Quest Data I believe S4 Missions pre-existed in the game ahead of it's time. xnr file and create an XML sheet and have the game reference XML data for loading specific Static Mesh like Weapons. We should be able to extract static model data from the. There acouple AFS files that won't extract due to Time Parameters even though I fix it in Hex and assign appropriate Bits to match the file extension.įrom my previous experience I believe you're right about how the file types are used. Here's the note I wrote of each File Type: I used PSU Generic Parser to extract contents out of the. I wrote notes on what I assume the File Types are based on what I can read inside them using Hex Editor and looking at the File Size of each asset. I might be able to help, but take my advice with a pinch of salt about the File Types. I'm working on archiving the data so I can sort through them easier. SNR = Variety of Data involving Atk,Dmg and Targeting ? Maybe More ? SNJ = Object Models without "_lead " is the Rig. mdl " or " _mdl " mentions important for future Notes= "1ndin_mdl" May be the Rigging system for the Ageeta ". SNA =[ en_xxx_1ndin.sna 1ndin Pelvis Chest Neck Head L_Thigh L_Calf L_Foot R_Thigh R_Calf R_Foot Tail01 Tail02 Tail03 1ndin_mdl

BIN = Taking a big guess but this is partial AI information or attack pattern instructions.

This may be some sort of Script.Įxample creature Data file types - Ageeta XNT = Index Data of Textures used on 3D Models in. XNA = Data Switches for Particles or 3D Models? DAT(Pack/Archive) format many Compile Heart games use.NBL contains other File Types/Assets inside, located in the subdirectories, NMLL chunk and TMLL chunk. ADX I've tested sounds and it's varies with a range from Menu music to Boss and Enemy Sounds. This format is being used to play as Audio for files ending in.

I'll be updating this as with my progress even if I don't receive help lolĬRI ADX ADPCM audio v3, standard ADX, 48000Hz AFS files I can't exactly extract either due to TimeStamp being Invalid and I can't Hex edit the TimeStamp correct otherwise the AFS extension is lost so help would be nice on that lol So far what I've been able to extract are. I'm trying to better know the data that is store within the. nbl to something more universal or better yes from a popular extension to. obj, I don't care if the any data is lost because I will fix that physicallyĪnd most likely polygon data won't be lost if someone has or can make a python script to convert. nbl and can't seem to import the data to. I recently started playing PSUClem and again can't help but to feel we should be able to import models or use some sort of. It's been awhile since I've done some PSU modding and since I cleaned my computer out last month. So I've been a 3d modeler for over 10 years now and well off and on I've been going at it attempting to extract PSU Gamedata objects along with their textures.Īt one point I succeeded and was stuck at re-packing without dataloss.
