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Tool to extract and edit texts and other localizable data from Resident Evil: Code Veronica

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MaikelChan/RECV_Editor

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RECV_Editor

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.

Requirements

The program requires the .NET Framework 4.7.2.

RDX Format

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 magic 0xFFFFFFFF.