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TextX.dat files

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JBSnorro

Barbarian

Posts: 106

Joined: 20 Nov 2007, 23:00

Post 18 Jun 2009, 14:47

TextX.dat files

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
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harold

Knight

Posts: 562

Joined: 19 Nov 2007, 23:00

Post 18 Jun 2009, 15:33

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.
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Krom

User avatar

Knights Province Developer

Posts: 3280

Joined: 09 May 2006, 22:00

KaM Skill Level: Fair

Location: Russia

Post 18 Jun 2009, 15:40

Those are ILBM / IFF fileformat judging from header and chunk names.. Thats Amiga format that stores palettes, bitmaps and animation.
Knights Province at: http://www.knightsprovince.com
KaM Remake at: http://www.kamremake.com
Original MBWR/WR2/AFC/FVR tools at: http://krom.reveur.de
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Krom

User avatar

Knights Province Developer

Posts: 3280

Joined: 09 May 2006, 22:00

KaM Skill Level: Fair

Location: Russia

Post 18 Jun 2009, 20:11

Do you mean it's XORed entirely or only certain chunks? Cos chunk names are perfectly readable without XORing.... :roll:
Knights Province at: http://www.knightsprovince.com
KaM Remake at: http://www.kamremake.com
Original MBWR/WR2/AFC/FVR tools at: http://krom.reveur.de
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harold

Knight

Posts: 562

Joined: 19 Nov 2007, 23:00

Post 18 Jun 2009, 20:12

All, I can't read any of it without xoring, which files are you using? The ones from TPR right? (TSK might be different)
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Krom

User avatar

Knights Province Developer

Posts: 3280

Joined: 09 May 2006, 22:00

KaM Skill Level: Fair

Location: Russia

Post 19 Jun 2009, 05:31

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)
Knights Province at: http://www.knightsprovince.com
KaM Remake at: http://www.kamremake.com
Original MBWR/WR2/AFC/FVR tools at: http://krom.reveur.de
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harold

Knight

Posts: 562

Joined: 19 Nov 2007, 23:00

Post 19 Jun 2009, 10:39

Strange I had to xor them..
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Krom

User avatar

Knights Province Developer

Posts: 3280

Joined: 09 May 2006, 22:00

KaM Skill Level: Fair

Location: Russia

Post 23 Jun 2009, 07:42

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:
Knights Province at: http://www.knightsprovince.com
KaM Remake at: http://www.kamremake.com
Original MBWR/WR2/AFC/FVR tools at: http://krom.reveur.de

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