The project's goal is to extract as much data from The Matrix: Path of Neo (MPON) as possible.
3D Models- for tools that extract 3d models data.
Status: NOT YET STARTED010 Templates- useful templates for 010 Hex Editor.
Status: ONLY RECENT ONES, TO BE ADDEDHistorical- historical subfolders w/ older 010 templates and stuff.Jupyter Notebooks- old notebooks used for analysis of what type of audio is stored in audio extracted bitstream.Other- notes on undocumented game mechanics.Process Monitor Replays- PLM log files, used as a source of file read offset that is helpful when building 010 Templates.Sound- tools for extracting audio data.
Status: FINISHED, NEED REFACTORINGSubtitles- extracting subtitles data (so-called 'Louie' files).
Status: NOT YET STARTEDTextures- extracting textures data.
Status: NOT YET STARTED
v1.0.0 - Sound Extraction: done, named files are provided.
- 010 Hex Editor templates for the main types of packages.
Subgoal. The map / wiki of types presented - CLI/GUI tool for extracting sounds, music, textures, subtitles, 3d models
- CLI/GUI tool to repair some of the textures
- Global Connection map (of all game file formats)
The hardest tasks are to extract:
-
audio,
as it is stored in byte format, that is not known to be easily decoded.
-> IT's XBOX ADPCM! (because NoisePilot3 source files that can be seen in .bin file say so)
-> Yet I have to convert it to the final file to decode DURING extraction -
textures,
as they are stored in somewhat similar to DXT1/DXT5 formats,
but there was no extraction done to check it -
3d models,
as I have no idea how they can be decoded -
gameplay mechanics,
as they (+configs) are all stored in *.bin format, that is not decoded.
-> Only Ghidra can help here.
- GHIDRA footage: restoring strings connections
- MatrixConfig.ini - FARCLIPBIAS footage
- Audio Extraction process:
3.1. Previous attempts + issues of unknown decoding
3.2. Finding correct decoding + Final extraction
3.3. Connection map of audio files
Swat Getmann