So, in general, I wrote a simple deflate unpacker. With the help of it, I also dug up such a file format. Not sure what SCEN is?
As well as textures:
More details: https://github.com/bqio/fethdeflateformat
I found only 1 .g1tg file (GT1G0600 magic). The rest are either inside the zlib archives, or I made a mistake in unpacking.
Edit: I write a tool that gets .ktss from .ktsl2stbin and converts to .wav using vgmstream.
All text files have a header:
0x1 0x1 0x20 0x10
Starting at file 30776, begin the SARC archives.
File 70, 71, 72, 73, 74, 537 are font graphics.
Compressed archives have a structure:
uint32 size uncompressed chunk
uint32 chunk count
uint32 uncompressed file size
For I to chunk count
uint32...
Font (symbol) padding margin in game etc.
Very often, letters begin to move out if you leave the standard markup. When translating into other languages.
Oh, shit, man. Thank you!
Graphic files are one thing, but where is their markup?
P.S File numbering is the same as when extracting from the DATA1.bin archive?
Oh, lol. Really. I did not even notice.
Also, in my tool I implemented a database of formats. If it encounters a similar magic (in hex), or the action is successfully executed, it assigns to the file the format specified in "ext" field.
Where in action [1] and [2] are 8 * 0 for readInt32 and...
Nuh it was a joke, but I used to bite my nails when I was young, but when I started doing construction work and seen what crap was under my nails, I stopped.