The good news is that the graphics data is there, and it's as 32-bit ABGR. This means no fancy-schmancy compression or pixel format to deal with. For example I've managed to get the pause button sprites using TextureFinder:
The not-so-great news is that all the additional data isn't that easy to understand. If I look in the files I can find the widths and heights and I know the graphics come directly after that, and I mean that makes it fairly easy to manually extract these images. The thing is, it'd be way more convenient to automate this. To do that I have to, at the very least, figure out a way to locate the widths and heights programmatically.
So I'll see if that's possible, then I can maybe create something to extract these images quickly and cleanly. This is looks good though, I've seen much more ugly and indecipherable formats.
EDIT: OK, I've figured it out. That is, I know how to locate the dimensions (I still don't understand most of the data). It's a bit late now but I'll try whack something together tomorrow to extract images from these files.
The not-so-great news is that all the additional data isn't that easy to understand. If I look in the files I can find the widths and heights and I know the graphics come directly after that, and I mean that makes it fairly easy to manually extract these images. The thing is, it'd be way more convenient to automate this. To do that I have to, at the very least, figure out a way to locate the widths and heights programmatically.
So I'll see if that's possible, then I can maybe create something to extract these images quickly and cleanly. This is looks good though, I've seen much more ugly and indecipherable formats.
EDIT: OK, I've figured it out. That is, I know how to locate the dimensions (I still don't understand most of the data). It's a bit late now but I'll try whack something together tomorrow to extract images from these files.