Berion
11-17-2011, 07:09 AM
Below tutorial is for 1.01 version of Worms 2 Armageddon brought from PSS. I don't know if it work on duplex pirate release - if yes, please report.
Levels:
All hand painted levels (i mean, levels which are not random generate from vectors) are in 32bit standard TGA file format. They are located in:
dev_hdd0/game/<game id>/USRDIR/datapsn.zip|common|Working|Unlock*.tga
Levels which We can choose in Local play game is six files, named Unlock1 to 6. You can swap some levels (even from 4 DLC's which patch 1.01 contain :P) or even make Your own as I did (example is in attachment). I reccomend for writing file to TGA is XNView (http://www.xnview.com/) - but remember to not compresing file by RLE and check checkbox for inverse rendering. Don't use Photoshop because his tga plugin sucks and always doing strange things with clut.
http://www.ps3crunch.net/forum/attachment.php?attachmentid=1650&stc=1&d=1321535025
This is what happen when you don't check inverse rendering:
http://www.ps3crunch.net/forum/attachment.php?attachmentid=1653&stc=1&d=1321535072
http://www.ps3crunch.net/forum/attachment.php?attachmentid=1651&stc=1&d=1321535036
Zip archive is a standard ZIP64 format, which You can unpack by any archive manager (but not all can pack them again, see into app readme for more info or wikipedia). I use for this 7-Zip (http://www.7-zip.org/) v9.20, and this is app which i reccomend.
http://www.ps3crunch.net/forum/attachment.php?attachmentid=1648&stc=1&d=1321534940
Sound:
SBR files are ADPCM, 22Khz, sample by 16b, one channel. SBK is index file for corresponded SBR. AT3 is not standard Atrac3 file and for now i don't know how can i edit/read/write this file.
Levels:
All hand painted levels (i mean, levels which are not random generate from vectors) are in 32bit standard TGA file format. They are located in:
dev_hdd0/game/<game id>/USRDIR/datapsn.zip|common|Working|Unlock*.tga
Levels which We can choose in Local play game is six files, named Unlock1 to 6. You can swap some levels (even from 4 DLC's which patch 1.01 contain :P) or even make Your own as I did (example is in attachment). I reccomend for writing file to TGA is XNView (http://www.xnview.com/) - but remember to not compresing file by RLE and check checkbox for inverse rendering. Don't use Photoshop because his tga plugin sucks and always doing strange things with clut.
http://www.ps3crunch.net/forum/attachment.php?attachmentid=1650&stc=1&d=1321535025
This is what happen when you don't check inverse rendering:
http://www.ps3crunch.net/forum/attachment.php?attachmentid=1653&stc=1&d=1321535072
http://www.ps3crunch.net/forum/attachment.php?attachmentid=1651&stc=1&d=1321535036
Zip archive is a standard ZIP64 format, which You can unpack by any archive manager (but not all can pack them again, see into app readme for more info or wikipedia). I use for this 7-Zip (http://www.7-zip.org/) v9.20, and this is app which i reccomend.
http://www.ps3crunch.net/forum/attachment.php?attachmentid=1648&stc=1&d=1321534940
Sound:
SBR files are ADPCM, 22Khz, sample by 16b, one channel. SBK is index file for corresponded SBR. AT3 is not standard Atrac3 file and for now i don't know how can i edit/read/write this file.