Welcome to Data Crystal's new home! Data Crystal is now part of the TCRF family (sort of).
The wiki has recently moved; please report any issues in Discord. Pardon the dust.

Strike Witches: Silver Wing

From Data Crystal
Revision as of 18:55, 1 February 2024 by Anonmoosekaab (talk | contribs) (Create initial page. Dev/Pub might be mixed up, not exactly clear)
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
Jump to navigation Jump to search

Click to upload a new image...Dummy link

Strike Witches: Silver Wing

Developer: Gulti
Publisher: CyberFront
Platforms: Xbox 360, PlayStation Portable
Released in JP: July 29, 2010 (360) June 28, 2012 (PSP)


ROMIcon.png ROM map
TextIcon.png Text table
NotesIcon.png Notes
TutorialsIcon.png Tutorials

Sub-pages

Strike Witches: Silver Wing
Mapper Name XGD2
Read about development information and materials for this game.
ROM map
Read about prerelease information and/or media for this game.
Text table
Miscellaneous tidbits that are interesting enough to point out here.
Notes
Notes on the game's internal data.
Tutorials

Textures

DDS files are used for almost every image in the game, including sprites. Most appear to use DXT1 format.

Miscellaneous

GGXArchive Packed Files

Most of the game's files appear to be archives created with "GGXArchiver v1.00". These can contain various types of files, including but not limited to models, textures and text.

GGXArchiver Format
Entry Format
Magic "GGXArchiver1.00" + 0x00
Unknown (number of files? more info?) 16-bytes, ex: 0x02 0x00 0x00 0x00 0x02 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 (/media/data/sc_logo.bin)
File List 32-bytes per file, relative path to file, directories supported
Unknown data Size seems to scale with number of files in archive
File Data The actual data for each of the archived files. Appears to be have some endian weirdness, reversed every 32-bits? (Xenon is 32-bit BE, makes sense?)

Text Format

Mostly found in /media/data/sc_scenario.bin, uses non-standard formatting

  • Hiragana, Katakana and Kanji encoded using UTF-16
  • Some special characters (ex: newline) are encoded with 8-bits, unclear how exactly these work
  • Numbers (possibly other Latin characters?) are encoded with 16-bits. Their value is 0xFF followed by their UTF-8 value - 0x20 (ex: "1939" is 0xFF 0x11 0xFF 0x19 0xFF 0x13 0xFF 0x19)