![]() ![]() They're going to be the audio files, obviously. /Music and /Speech look like they're bundled similarly to the 3D models, but I'm not sure if that script can unpack them.It's certainly not in the 4 MB ELF file, though, and I can't find anywhere else it would be. The map data might also be there, but I can't be sure. The models would be in the allpaks.ps2 file in the root directory of the. These scripts should be able to get the 3D models. so files, but they don't contain a symbol table, so there's no telling what data is inside unless you can figure it out from the ELF.Įdit: After looking into it a bit more, it looks like the 3D models, at least, should be fairly straightforward, since someone already did the work. It's not uncommon on PS2 games to see large IRX files with the majority of the data inside. The assets you're looking for may also be in files other than the ELF itself. Depending on how the game is coded, this might be straightforward or very complex. In order to port the 3D assets to unity, you'll have to figure out how they're stored, how to extract them, and how to convert them to a usable format for unity. That means you'll have sectioned assembly instructions intermixed with raw binary data, not usable 3D models. The mips binutils and gcc ports (including objdump) are under ps2toolchain.Īll that will get you is an object dump. This page has several tools you may find useful. bin 3D models present at the PS2 version of RE4. In any case, disassembling PS2 binaries can be done with the mips port of objdump, commonly referred to as mips-elf-objdump. In this thread I will be sharing things I learn over the time about the. At best you'll be lucky to get raw blobs of data. ![]() Disassembling the code is not going to give you a clean 3D model file. ![]()
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