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.phyre files
#1
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Yeah I got these from a simple game called DiveKick and apparently this format is used in other games as well. Can anyone figure out how to unpack the images?

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#2
(02-22-2016, 04:34 PM)Carpaccio Wrote: Yeah I got these from a simple game called DiveKick and apparently this format is used in other games as well. Can anyone figure out how to unpack the images?

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I'm taking a guess that it's a PS3 file because this was created with PhyreEngine, as the .phyre indicates so. Apparently, these files are created with the PS3 SDK, and I can't find a download link as of yet to the SDK, as it was leaked. This could possibly be sounds, and not even image files, and I'm uncertain. Someone such as puggsoy may come along and RE it, and totally shoot me down. But, it happens lol.
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#3
I've run it through TiledGGD, and they are indeed graphics, but they're so huge it's almost impossible to get them to a proper extract.
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#4
I've seen these before, they package raw graphic data. These ones in particular are unfortunately in DXT5 format (which GFXtract doesn't support yet and probably won't for a while) but I've seen ones in other games that are 32-bit RGBA and the like. I hope to eventually make a script that supports all .phyre formats but right now maybe someone else can help.

Weirdly though, I can't view them in TextureFinder even though it supports DXT5. At least, it doesn't seem to come up with anything useful. Also one of them, CharacterSelectChars.ags.phyre says it's in "LA8" format, but I have no clue what that might be.
You may have a fresh start any moment you choose, for this thing that we call "failure" is not the falling down, but the staying down. -Mary Pickford
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#5
LA8 most likely means luminescence and alpha.
So say the two bytes have values of
0x8C and 0xF0
"140" and "240"
Then the pixel would be
a = 240 //transparency
r = g = b = 140 //luminescence

They may be in a different order because of endianess, but I'm pretty sure that's it.
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