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Topic: How do I decompress an ePSXe savestate? (Read 2 times)
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sb iq
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« on: July 10, 2008, 03:38:40 am » |
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I was working on a PSX game hacking project 2 years ago and remembered that at one point I decompressed an ePSXe savestate using WinRAR, Winzip, or 7-Zip. I really can't remember.
How do I decompress an ePSXe savestate? I know it can be done, I just can't remember how I did it.
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creaothceann
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« Reply #1 on: July 10, 2008, 04:18:50 am » |
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All of them should be able to.
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Dan
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« Reply #2 on: July 10, 2008, 04:20:44 am » |
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ePSXe savestates are compressed using GZIP. 7-zip definitely supports decompressing GZIP files, but I'm not sure about the others. If it doesn't immediately work when you open the file in 7-zip, try renaming the extension to .gz.
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KaioShin
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« Reply #3 on: July 10, 2008, 04:20:57 am » |
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Just rename the savestate to *.zip
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sb iq
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« Reply #4 on: July 11, 2008, 04:52:06 pm » |
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I am trying to view an uncompressed savestate in Tile Molester (in an attempt to locate textures) and it looks like a garbled mess.
What are the best settings to use in Tile Molester for viewing ePSXe savestates?
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creaothceann
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« Reply #5 on: July 11, 2008, 05:00:05 pm » |
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I don't think PSX games use tiles... Anyway, try a linear codec or 15-bit "BGR".
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KingMike
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« Reply #6 on: July 11, 2008, 08:12:49 pm » |
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Yeah, if you can find a tile editor that supports PSX games, I'd be interested. The only program I could find is this one. Even then, you have to rip the VRAM out of a savestate ($2001BA-$3001B9 in a decompressed epsxe state, if I remember right) and rename it VRAM.bin. But that will only let you view it. I believe I've read PSX games can use both 15-bit and 24-bit bitmaps.
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Gemini
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« Reply #7 on: July 11, 2008, 08:59:29 pm » |
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Yeah, if you can find a tile editor that supports PSX games, I'd be interested. Tile Molester already does, and almost perfectly. The only problem is with texture widths that are not multiple of 8.
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Ryusui
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« Reply #8 on: July 11, 2008, 10:36:59 pm » |
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Tile Molester can display PS1 textures easily. Just make sure you select 2-dimensional mode.
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sb iq
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« Reply #9 on: July 11, 2008, 11:18:10 pm » |
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Yeah, if you can find a tile editor that supports PSX games, I'd be interested. The only program I could find is this one. Even then, you have to rip the VRAM out of a savestate ($2001BA-$3001B9 in a decompressed epsxe state, if I remember right) and rename it VRAM.bin. But that will only let you view it. I believe I've read PSX games can use both 15-bit and 24-bit bitmaps. Sorry this will sound stupid but my memory of computer science is faint since I just suffered through an entire semester of bioengineering courses. Is dollar sign ($) the equivalent of 0x when representing a hex address?
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Klarth
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« Reply #10 on: July 12, 2008, 01:20:34 am » |
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Yes, $ is the same as 0x and they both represent hexadecimal numbers. Almost everything new just uses the 0x prefix and older stuff tends to use $. Possibly they're differences propagated by different cpu manufacturers.
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Gemini
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« Reply #11 on: July 12, 2008, 05:35:15 am » |
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Almost everything new just uses the 0x prefix and older stuff tends to use $. I kept both for my Playstation assembler. :3 It's a lot faster to write $ rather than 0x, in fact all my assemblies use $. Simple is better sometimes. :woot!: PS: If you are trying to locate textures from VRAM dumps, you should probably change your strategy. What you get in VRAM is different from what was stored in RAM, mostly because VRAM is managed as a single 1024x512 image. Bitmap science, unz unz.
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creaothceann
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« Reply #12 on: July 12, 2008, 05:37:10 am » |
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0x?? is the notation used by C/C++ and similar languages. $?? is used by Pascal/Delphi and maybe others. ??h is (or at least was) used by Assemblers. Yeah, if you can find a tile editor that supports PSX games, I'd be interested. The only program I could find is this one. Even then, you have to rip the VRAM out of a savestate ($2001BA-$3001B9 in a decompressed epsxe state, if I remember right) and rename it VRAM.bin. But that will only let you view it. I believe I've read PSX games can use both 15-bit and 24-bit bitmaps. There's also PVV.
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sb iq
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« Reply #13 on: July 12, 2008, 05:44:10 am » |
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What you get in VRAM is different from what was stored in RAM, mostly because VRAM is managed as a single 1024x512 image. Bitmap science, unz unz. Yeah, I just realized that right now. What canvas sizes should I use in Tile Molester to view this? I am trying to view it in Tile Molester so I can copy and paste the texture I am looking for into another file.
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« Last Edit: July 12, 2008, 05:54:51 am by sb iq »
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Gemini
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« Reply #14 on: July 12, 2008, 06:08:50 am » |
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What canvas sizes should I use in Tile Molester to view this? Depends on your texture size. And if you are not lucky enough, Tile Molester won't be much of a help. :/
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