How can I browse the .res files?

R

Rhandos

Guest
I'd like to open, browser or unzip the file Pinballarcade.app/Contents/Resources/TRipleys.res so I can set up some jingles and soundbites as my new message tone. What file format are the table files and how do I open them?
 

Ryan Routon

FarSight Employee
Feb 24, 2012
1,394
0
its a packed, proprietary format that includes everything in a block, you would have to reverse engineer our packing and compression methods, not an easy task. In short there is no way unfortunately.
 

Gordon

New member
May 28, 2012
107
0
(PC) PinMAMEW (Win32 Version of former PinMAME DOS) + Orginal Stern rom. PinMAME can record the sound output to a wave file.
 
Last edited:

Tripredacus

New member
Sep 9, 2012
101
0
(PC) PinMAMEW (Win32 Version of former PinMAME DOS) + Orginal Stern rom. PinMAME can record the sound output to a wave file.

There is also a program called M1Bridge that may be able to get sounds out of the actual ROM file. I don't know if Ripley's is supported.
 

deufeufeu

New member
Aug 9, 2012
6
0
I've reversed it. I'm able to change almost everything in a table but the main use of this is to change the dip switches. But playing with a change of physics on some table is not so bad.
I won't release anything because it's against the terms of use of TPA.
 

deufeufeu

New member
Aug 9, 2012
6
0
I sound like some crackpot so here are some more details :
- res files are the same on all platforms except for endianness
- almost everything is compressed in LZSS like most games on the Nintendo DS
- Tables are made in 3ds Max and exported to a simple file format Placement.dil where you can find position as 32bit floats and move objects.
- Each object has its own file
- A collision envelloppe is defined in another file for object
- The rom is initialized with a ram file in a different format than pinmame, but you can find the same layout shifted (of course since the rom is the same)
- sounds are not taken from the rom but from specific sound files
- The whole table is built from a file PBT<Table>.csv where each element gets some physics details for collisions. It also states a lot of variable which are unused (like the dot color).
- Textures are made in various formats : PNG, JPG a specific uncompressed format. Lights are defined as separate images but in fact are 0bytes images where the real content is taken from a big map file. A lot of textures come from real pictures modified in photoshop. You can see blur on the part not displayed for example.
- Cameras and Lightsets are defined in a text file, all cameras are from every platform are defined for the table. Some table have multiple lightsets, I guess it's a first step toward GI.
- Scripted tables are scripted in LUA and the script is in bytecode format

I think at this point you will be conviced that I was not lying :)
 

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