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Offline Mikero

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Xbox pbo files
« on: 09 Dec 2005, 05:25:16 »
A little heads up for people working in this area.

the file format for these mission pbo's is Resistance format.

the only changes (which are not significant) is that the final entry of the header is different as follows

 Resistance           :  Elite:
"Product"              :"prefix"
"OFP: Resistance" : "Fully qualified path and name of pbo"

I have not seen a single instance of a difference in the type of files or folders employed. Mission.sqn,descrtiption.ext, abc.html, xyz.sqs

NONE of the pbo's encountered use compression.

ALL content is as per standard pc in terms of 'humanly readable' text.

The single] exception i have found is that mission.sqm is an encoded raP file (without Micro$oft's crc crippler)

I do not know if it _must_ be in this format, or if humanly reading mission.sqms are 'ok' as well.
Just say no to bugz

Offline hoz

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Re:Xbox pbo files
« Reply #1 on: 09 Dec 2005, 05:28:12 »
I think human readable mission.sqm are allowed because pbopatcher doesn't do any compression, this is why it works. I *think*  :D
Xbox Rocks

Offline Mikero

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Re:Xbox pbo files
« Reply #2 on: 09 Dec 2005, 06:02:55 »
Is that true, or is it that you are importing an ftp'd mission into your editor and saving it from there?

am not familiar with the terms like templates and things, but is this what a pc->transferred mission is. eg it's not directly playable and has to be massaged by the editor?
Just say no to bugz

Offline hoz

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Re:Xbox pbo files
« Reply #3 on: 09 Dec 2005, 06:30:48 »
Yes there is a tutorial pending that is the start of some considerations you must take into account when porting to the xbox.  

I have a couple points to add for memory management and added script effects.
Xbox Rocks