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reverse-engineering a file format

Name: Anonymous 2007-02-05 15:05

I don't know if this belongs in /prog/... since I intend to write a viewer for the (unnamed game's) environments, though, I suppose it does.

When reverse-engineering a file format in a certain game that holds the world data, what sort of things should I take into account considering it's a game that runs on PS2 architecture?

As the game would be slow loading its areas if it did a bunch of field-size conversions during load-time, the DVD would likely store its data as the PS2 hardware would most readily see it... for lack of a better way to put it.  This is what I have to determine first before I even consider figuring out the file structures through trial and error.... For example, would vertices (x,y,z,etc) values more likely to be stored as 32-bit floats or 64-bit floats, going by the PS2's FPU specifications?  And what about endianness?  Does the PS2's math registers store numbers in big-endian or little-endian?  And, *if* different from the endianness on my own computer, then how come ASCII text strings in binary files don't look all switched-around?

Name: Anonymous 2007-02-07 17:23

>>8

Floating-point units don't necessary have the same bit width as the machine's integer arithmetic registers.

Floating point registers on modern Intels are 80-bit, be it on a 32-bit or 64-bit architecture.

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