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TextX.dat files

PostPosted: 18 Jun 2009, 14:47
by JBSnorro
I know TB knows how the TextX.dat files are decoded(or at least partially knows).
So does he (or anyone else) care to elaborate the fileformat? I'd really like to know

PostPosted: 18 Jun 2009, 15:33
by harold
Well I do now.
First, XOR EF (like missions)
Then it's a standard ILBM file with an embedded and wrong palette, it has bad entries, just use the standard palette instead.
There is no water animation, but there is stupid RLE without a specification so it's hard to decode.

PostPosted: 18 Jun 2009, 15:40
by Krom
Those are ILBM / IFF fileformat judging from header and chunk names.. Thats Amiga format that stores palettes, bitmaps and animation.

PostPosted: 18 Jun 2009, 20:11
by Krom
Do you mean it's XORed entirely or only certain chunks? Cos chunk names are perfectly readable without XORing.... :roll:

PostPosted: 18 Jun 2009, 20:12
by harold
All, I can't read any of it without xoring, which files are you using? The ones from TPR right? (TSK might be different)

PostPosted: 19 Jun 2009, 05:31
by Krom
I could read both TSK and TPR without any XORing, I just open them in edit.com and I see chunk names and etc.. all normal. btw, TSK and TPR tilesets are very similar with few new tiles, so that could help in decoding.. Although I find it rather unnecessary since tileset can be captured from KaM and I already figured out and captured animation sequences (forgot to upload them yet)

PostPosted: 19 Jun 2009, 10:39
by harold
Strange I had to xor them..

PostPosted: 23 Jun 2009, 07:42
by Krom
Okay, I did reverted my KaM to original state and text#.dat files are indeed XORed. I'm sorry for mistaking..

Netherless, while XORed and renamed to *.iff ACDSee opens them as 256color static images :wink: