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Data Structures in playstation games

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Uploaded by on Oct 30, 2007

You will see how data in games is stored, using a text editor to open a spyro demo. Set to the music "the journey to Hopewell" from the fluke soundtrack and untitled/ "wolf catching the train" from james horners Natty Gann

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Uploader Comments (Werelion2367)

  • Follow the white rabbit!

  • @88Griffo88 I'll show you how deep the rabbit hole goes....

  • What is the first song?

  • "The journey t to hopewell" from the Fluke soundtrsack.

  • Hey, just in case you do not know it, the AXE (advanced hex editor) has a feature that lets you view (uncompressed) binary data as colored pixels. That way you can guess much better where the data block for an image starts and where it ends. You could then use the normal hex editor to select and copy the image data (in case there is just one file with all the image data used in the game, which is often the case) and paste it into a new file making it a seperate image.

  • Thanks I'll have to try that out. The images in the Playstation 1, when it is being run I think are stored in Vram, which would explain how I can not seem to find them, in the 2 megabyte ram section.

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  • @Werelion2367 Thanksss!

  • I like this because you can see the pictures, but the screen is so little.

  • They final did make a real release of the Natty Gann, only 2500, I was 20 days to late and it is soldout, their should probably be a few up on ebay soon

  • Digital Rain

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