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Last Window: The Secret of Cape West

Oh boy… At a glace, pretty much all of the files inside this game are completely different to the previous game, Hotel Dusk: Room 215.


A fairly typical file container format.

  • 4 bytes = nothing?
  • 4 bytes = number of files
  • 4 bytes = an offset? Didn't use it
  • 4 bytes = unknown

Then for the number of files:

  • 1 byte = Filename length
  • ASCII string of that length
  • 4 bytes = File length

Then all the files follow.


Appears the first 4 bytes is the uncompressed size, and then 2 bytes is a zlib header (78 9c).

Confirmed, offzip was able to decompress a EN_Common.bin

.NET DeflateStream appears to work fine for these, just skip the first 6 bytes before you run it.

Sadly, don't think BRA files use this. The search continues…


Usually text.

BPG (Uncompressed)

A tile based images using a palette. A 256 x 192 image would have 48 tiles, 32 x 32 pixels each. Left to right, top to bottom, easy enough. Large images work fine in GameTools. A lot of the smaller or odd sized ones do not display correctly without forcing some changes.

bool flip = false;
byte[] magic = GT.ReadBytes(fs, 4, flip); //BPG1
int paletteNum = GT.ReadInt16(fs, 2, flip);
int unknown2 = GT.ReadInt16(fs, 2, flip); //Should be 8 ?
Width = GT.ReadInt16(fs, 2, flip);
Height = GT.ReadInt16(fs, 2, flip);
int tileWidth = GT.ReadInt16(fs, 2, flip);
int tileHeight = GT.ReadInt16(fs, 2, flip);
// Small/odd sized BPGs will need their Width/Height and tileW/H variables
// altered, you could do that here. I was working on a Dictionary to do it,
// but they're not very interesting to look at.
int numTilesX = Width / tileWidth;
int numTilesY = Height / tileHeight;
Color[] palette = new Color[paletteNum];
for(int i = 0; i < paletteNum; i++) {
	byte left = GT.ReadByte(fs);
	byte right = GT.ReadByte(fs);
	palette[i] = HotelDusk.FRM.Palette2Color(left, right);
bitmap = new Bitmap(Width, Height, System.Drawing.Imaging.PixelFormat.Format32bppArgb);
for (int y = 0; y < numTilesY; y++) {
	for (int x = 0; x < numTilesX; x++) {
		for (int ty = 0; ty < tileHeight; ty++) {
			for (int tx = 0; tx < tileWidth; tx++) {
				byte lookup = GT.ReadByte(fs);
				bitmap.SetPixel(x * tileWidth + tx, y * tileHeight + ty, palette[lookup]);


Might be the same as BPG (as in tile based). These seem less clear, will need to spend some time on them.

Appears to be a fairly standard bitmap using a palette. Unsure if it has animation/smaller scaled frames. However sometimes I can't recognize what's in them using a raw image viewer.


  • 4 bytes = Width
  • 4 bytes = Height
  • 4 bytes = Flag (bits per pixel?)
  • If Flag is 4, then the palette length is 16 and each bitmap pixel is 4 bits
  • If Flag is 8, then palette is 256 x 4 (BGRA8888?)
  • If Flag is 53, then palette is 32 x 2 (RGBA1555?)
  • (i.e. flag, then the palette and so on)
  • If Flag is 17476, then palette total length is the next 4 bytes (RGBA1555?), and then there's 2 x 4 bytes that sum to end of file - so sizes of two different sized images?
  • (i.e. flag, pal length, img1 len, img2 len, then the palette and so on)

When I can be bothered I'll look into how the Flag actually determines how the palette and extra bytes and image works.

Currently in GameTools most EBPs with 8 flags work fine, 53's work without the palette, and all the others are either broken or fail to load entirely. I'm still far more intrigued by the BRA files however them being the most unknown format I might come back to EBPs as a distraction.

BRA / Animation

You'll find these files inside files like Char_Hyde.pack. How do they work? No idea. I can see a block that looks like a block co-ordinate representation of frames, but I haven't yet worked out how to uncompress.

I haven't put this into practice yet, assume all the lengths are 4 bytes unless specified:

  • NumFrames
  • unknown1 (likely size of the largest pixels(?) length)
  • paletteLen
  • TotalFrameSize (i.e. Width x Height)
  • unknown2
  • Width (expect 192)
  • Height (expect 256)
  • paletteBlob (paletteLen) - probably RGBA1555
  • For number of frames:
    • Offset
    • Coordinate table length
    • Pixels(?) length

I haven't worked out how to translate the pixel data to a palette reference. Judging from the coordinate counts compared to pixels(?) length not being consistent it must be compressed.


MTCs are a low resolution colour animation overlay. Each frame appears to always be 25 x 29 pixels (however the first one includes the header so it's missing the first row). Colour format is RGBA1555. Not the same as Hotel Dusk.

  • 4 bytes = Number of frames
  • 4 bytes = Width to upscale to (not the width of the MTC)
  • 4 bytes = Height to upscale to (not the height of the MTC)
  • 4 bytes = “Betty_Up.mtc” had 7, “test.mtc” had 1. Animation speed or loop maybe?
  • 16 bytes = zeroes
lastwindow.txt · Last modified: 2017/05/10 16:49 by jas2o