Tool to extract and edit texts and other localizable data from Resident Evil: Code Veronica for PS2 and, in the future, for the other versions too. It's still in a very alpha state.
The program requires the .NET Framework 4.7.2.
Most RDX files contain a magic 0x41200000
(Magic1), but some of them contain 0x40051eb8
(Magic2).
An RDX file contains 5 data blocks. Their pointers are located at 0x10
.
-
Block 0
- Always 16 sub-blocks.
- Some sub-block pointers can be 0, so there's no data there.
- Sub-block 14 contains texts, unless its pointer is 0.
- If the RDX has Magic2, the pointer to sub-block 12 is an unknown value and not a pointer.
-
Block 1
- Variable number of sub-blocks.
- Pointers have an alignment of
0x40
bytes. - Pointers are always consecutive (no zeroes in the middle).
- Pointers always end when reaching the first 0, or when reaching the data of the first sub-block (always "MDL").
-
Block 2
- Variable number of sub-blocks.
- Pointers can be non-consecutive (there can be zeroes in the middle).
- Sometimes it contains a completely different type of data without pointers at the beginning.
-
Block 3
-
Block 4
- It has multiple entries with TIM2 containers.
- Those containers can have multiple TIM2 textures, but those TIM2 are a bit unconventional. They have an extra header of
0x20
bytes. Removing it, it becomes a normal TIM2. - Sometimes, there is a PLI section before the TIM2.
- There is one case, in RDX #87, that there is a null file of
0x20
bytes and a magic0xFFFFFFFF
.