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Flipnic hex patterns

This repository contains hex patterns that can be used with ImHex and are specific to various file formats used by the Flipnic PlayStation 2 game.

This is a part of the Flipnic extraction project, where we try to understand as much of the game's file formats as possible.

Incomplete patterns:

  • col.hexpat - Collision maps (.COL)
  • fpd.hexpat - Object movement data (.FPD)
  • ftl.hexpat - Texture list (.FTL)
  • mlb.hexpat - Layout for various in-game menus (.MLB)
  • lay.hexpat - The game uses these files to find where things are on the stage, as well as scaling and skew effects (.LAY)
  • lp4.hexpat - Game resource file (usually 3D models and 2D text animations)

Importing these files

  1. Clone this repository
  2. Open ImHex
  3. Go to Extras > Settings > Folders
  4. Add a folder that points to this repository (IMPORTANT: choose the root directory, not patterns folder)
  5. Close the Settings window
  6. You can now apply a pattern if you go to File > Import > Pattern file

If you open a file with a known header, ImHex will automatically prompt you to apply a pattern:

Autodetection screenshot

Progress

Extension Description Decode Generate Notes Tool(s)
BIN Blob files Can generate, but making a RES.BIN from scratch causes the game to crash FBE/FFS/FFT
COL Collision maps Appears to have similar structure to LP4 files FFT
CSV Comma seperated values Development left-overs, unused by the game Text editor/spreadsheet
FPC Camera sequences Can also contain camera animations FFT
FPD Model movement sequences ⚠️ Partial decoding in a pre-release version of FFT FFT
FTL (Font?) texture lists Stores a list of textures for fonts, similar to FTEXLIST.TXT, but in a binary format N/A
HD/BD VAB soundbank files ⚠️ Proprietary soundbank format (JAM) used by some first-party PS1/PS2 games. SFX decoding not possible yet. FFT
ICO Save file icon Apparently a standard format PS2 Save Builder/ps2iconsys
LAY Layout files ⚠️ Defines where the various objects on the stage are located. Some decoding is possible, but unreliable. FFT
LIT Light tables Controls how the stage is lit N/A
LP4 Flipnic resources ⚠️ Can be 2D or 3D and sometimes animated, a bizarre format. Not fully reverse engineered. FFT
MID MIDI sequences Just general MIDI played on specific channels specified by .HD/.BD files FFT/Midi sequencers
MLB Menu layout (binary?) Used to stitch various textures together to create a menu interface FFT
MSG Message tables Strings used by the game FFT/FSE/Private tools
PSS Interleaved audio/video ⚠️ Generation is only possible with a donor file and audio stutters FBE/FFS/FFT
PSS.INT Audio stream Stereo Sony ADPCM compressed audio stream (interleave 0x400) FFT/MFAudio
PSS.IPU IPU video Modified version of M2V for PlayStation 2 FFT/FFmpeg/ps2str
SCC Source Code Control files Development left-overs, unused by the game. Supposedly has timestamps, but those use an unknown encoding. Microsoft Visual SourceSafe
SST Stage (special?) table ⚠️ Contains stuff like gimmicks, list of files and event system FFT
SVAG Mono audio stream Sony ADPCM compressed again, but single audio channel this time FFT/MFAudio
TM2 Texture image map 2 (TIM2) Standard texture file for PlayStation 2 games FFT/XnViewMP/etc.
VSD Vibration data Controls when the controller should vibrate, maybe has relations to gimmicks FFT
XML eXtensible Markup Language Developer left-overs, unused by the game Text editor
GAME_ID Save file format Checksums are just CRC-32/JAMCRC, primary at 0xC, secondary at 0x8 FSE
GAME_ID Game executable (footer) 🚫 🚫 Some strings and memory addresses can be modified to change menu actions N/A

✅ Working    ❌ Not working    ⚠️️ Read notes    🚫 Not applicable

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ImHex patterns for various file formats used by Flipnic (video game)

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