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selyb

Modding
Need Someone With Mad Coding Skills To Help With Ddx Files

3 posts in this topic

Here is what I know:

  • The first 0x4C bytes are the file header.
  • A DDX can contain up to three images.
  • The last three UInt32 of the header are the sizes of the compressed images.
  • Each block of data is compressed using 'the new Xmem codec'
  • The first UInt32 of each compressed block is the size of the uncompressed data.

This is my thread at Xentax.com regarding this issue. I was told there that XnaNative.dll (confirmed included in the freely downloadable XNA) can (de)compress these streams. I used Univeral Extractor to extract the XNA without installing.

I have looked at many of the DDX headers but without being able to analyze the uncompressed data, I really can't figure out much.

Also, if you use Archive.exe and choose the options 'Xbox 360 Archive', 'Compress Archive', and 'Xmem Codec' it will use the same compression method. That is how I created the example files linked to in that Xentax post.

Edited by selyb

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O YEAH espero que alguien se anime aun intento hacer compatibles las texturas de 2048x2048 en la xbox 360 aunque reduciendo tamaño no funcionan

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O YEAH I hope someone animates even attempt to reconcile 2048x2048 textures on the Xbox 360 while reducing size does not work

Size reduce does work if the texture is saved in the correct format. I have succeeded in size reduction and then using DDSOpt on the textures after. Xbox360 has very little RAM so it is a bad idea to try to load many Hi-Res textures.

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