The main data file for this game is compressed and/or hidden. However it is possible to look at uncompressed data inside savestates.
A script to decompress files from the E3 demo can be found on Xentax. http://www.mediafire.com/download/jjoouddkywoaeoz/sly-decrypt.exe
The decompressed files do not use VIF, but are converted to VIF in savestates.
The level assets do not have extensions.
Some of the level geometry (buildings and terrain) has the following format:
2Byte (4Byte?) number of vertexes
Vertexes.
A script to decompress files from the E3 demo can be found on Xentax.
http://www.mediafire.com/download/jjoouddkywoaeoz/sly-decrypt.exe
The decompressed files do not use VIF, but are converted to VIF in savestates.
The level assets do not have extensions.
Some of the level geometry (buildings and terrain) has the following format:
2Byte (4Byte?) number of vertexes
Vertexes.
An attempt to convert some level terrain from the raw assets (the game turns them into vif
style models at run time:
Model format:
04 01 00 01 27 C0 XX 6C
{4ByteFloatVertexes(X,Y,Z)+1ByteUnknown +1ByteCONN+2ByteUnknown}
01 01 00 01 00 00 00 00 00 00 00 00 04 01 00 01
24 C0 XX 6C
{4ByteFloatNormalMappings(X,Y,Z)+00 00 00 43}
.......
The vertexes in each tristrip are connected unless two consecutive CONN bytes are "89" each.