
Cracking the n-Space Engine: Fully Textured Geometry Extracted for all 46 CoD: Black Ops DS Levels!
Hi everyone,
I’ve been reverse-engineering the proprietary n-Space engine used in Call of Duty: Black Ops DS (2010), and I’ve successfully cracked 6.5 out of 7 core subsystems required for complete geometry and texture extraction.
I have automated the asset pipeline into custom parsers, achieving 100% texture coverage across all campaign maps directly from the retail cart data.
What’s Currently Working:
NRF0&BLZParsing: Unpacked the virtual file system and decompressed the ARM9 executable binary.BDL0Mesh Extraction: Decoded 3D geometry by replicating the DS hardware display lists and matrix stacks.NSBTCVRAM Texture Decoding: AutomatedLZ77decompression and successfully mapped Format 5 (4x4 compressed) with native hardware color interpolation modes, alongside Format 1 (A3I5) and Format 6 (A5I3) alpha splits.- SBC Bytecode Resolution: Resolved drawing-order permutations within the scene bytecode to eliminate all off-by-one mapping errors (no more untextured blank faces).
Current State:
I now have 46 campaign levels fully exported into Blender with native UV mapping and nearest-neighbor (Closest) filtering to perfectly preserve that crisp, 2010 native pixel-art fidelity.
The last remaining frontier is the Type 4 scene files (the dynamic portal visibility graph). I'm currently using an automated bounding-box (AABB) approach for layout continuity, but I'm actively working on the ARM9 runtime lookup logic to achieve perfect static placement without mesh distortion.
Tools, breakdown specs, and code will be shared with the community once the entire pipeline is finalized. Let me know if you have any questions about the display list geometry or the texture banks!