I looked a bit at the files of the Arcade version (OutRun 2 SP SDX) and I've also read many posts here (all the hacks you made are impressive and the texture interception on-fly idea was crazy
)
My goal would be to edit some Textures of the game but I've trouble with the file formats (seen the various posts, this problem seems to come up regularly)
I can deal with that, but they are compressed as gz files. Apparently they are NOT gzip files just like the sz files on the pc version are NOT sz files. Somebody really needs to tell sumo not to use existing file extensions.
For my Classic Mod for
Daytona Championship USA, I also had a lot of trouble with file formats (especially Daytona USA Model 2 music format and the .adx and .csb in Daytona Championship USA) so I know how hell this easy edit on paper can become due to the files formats nightmare
For example I would like to edit
spr_sprani_title_sdx_xst.gz (just by the name I guess it's a title screen), the .gz extension leads to a gzip compression but 7zip refuses to decompress it. However, if I change the extension for .zip, the decompression "works" (although I'm not 100% sure) because 7zip detect the gzip compression.
With this trick I can get the contents of the archive and end up with the file
spr_sprani_title_sdx.xstWhat is a
xst file?
What's an xst file? It stands for "xbox surface texture" in other words the texture format used on the original xbox. There are plenty of tools out there that edit xst files.
Sorry if I ask for something dumb but I couldn't find any tool that let me edit xst file
I also can't find any answer related to the term "Xbox Surface Texture"
The only answer I've found is from
TrID that say the xst would actually be a Photoshop Brush so I tried to change its extension to .abr and open it with Photoshop but again it's not recognized
I started looking into the "xtx" files (aka .xbx, aka .xm, ect ect) that are in all the archives. I thought they were exclusively texture files, but it turns out they can be a lot of things. Anything with the "XPR0" header is apparently a generic container for the original xbox. It can contain any combination of textures, meshes and ect. I've found very little in terms of viewers/ tools for this file extension. Judging from the little data I could find, the xtx files in the archives in this case represent a skinned mesh. The DDS files I'm manually pulling out are most likely the texture portion. The files often contain the position, dimension and file size information for textures as well, meaning if I can find something to parse the stupid things we can most likely use hi-def textures, which was the original intention.
Here is a short blurb about the various xbox file formats, note that with the exception of the disc image files they ALL apparently have the XPR0 extension.
http://home.comcast.net/~admiral_powerslave/filestructure.html
Is the xst related to the xtx/xtf/xip/xbx?
Btw the link you posted is now dead but thanks to Wayback Machine we still could find it so if someone wants to get a look just go on
https://web.archive.org/web/20151009013705/http://home.comcast.net/~admiral_powerslave/filestructure.html