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The file table format is apparently a PS2 standard, and there are free tools like [http://www.watto.org/game_extractor.html Game Extractor (basic version)] that can display the folder structure and file sizes, and extract uncompressed files. However, while Game Extractor correctly identifies the compressed and uncompressed file sizes, it apparently does not know what the compression algorithm is (at least in the free version the compressed files are extracted in their compressed form and are thus unusable). Only very short files are packed without compression, for example minor shader or animation scripts.
The file table format is apparently a PS2 standard, and there are free tools like [http://www.watto.org/game_extractor.html Game Extractor (basic version)] that can display the folder structure and file sizes, and extract uncompressed files. However, while Game Extractor correctly identifies the compressed and uncompressed file sizes, it apparently does not know what the compression algorithm is (at least in the free version the compressed files are extracted in their compressed form and are thus unusable). Only very short files are packed without compression (mostly trivial-looking stub files of little interest).


After some forum lurking, it becomes clear that the compression algorithm is ZIP, or rather "deflate", in its most common implementation (open-source [https://www.zlib.net/ ZLIB] library). However, the compressed files have no ZIP header, so the decompressor/compressor must use the right default settings for this to work. The correct setup is as follows:
After some forum lurking, it becomes clear that the compression algorithm is ZIP, or rather "deflate", in its most common implementation (open-source [https://www.zlib.net/ ZLIB] library). However, the compressed files have no ZIP header, so the decompressor/compressor must use the right default settings for this to work. The correct setup is as follows: