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프로젝트 폴더에서 /nomorevibe verify를 실행하면 소유권을 확인하고 소개를 직접 관리할 수 있습니다.
1분 만에 확인하기View, play, edit and export LA2 layouts — the animated 2D HUD and menu files of Metal Gear Solid 4, Metal Gear Online 2 and Metal Gear Arcade — right in your browser.
저장소 README에서 가져옴
README 전체를 불러오는 중입니다.
README 전문 보기 ↗View, play, edit and export LA2 layouts — the animated 2D interface files of the MGS4 engine — right in your browser.
LA2 is the layout and animation format of libla, the 2D library of the engine behind Metal Gear Solid 4, Metal Gear Online 2 and Metal Gear Arcade. Every HUD, menu, icon, loading screen and telop in those games is an LA2 file: a tree of sprites, shapes and text with keyframed actions. LA2 Studio renders them the way the game does, plays their animations, lets you edit them structurally, swaps their textures, and exports animations as WebP or APNG.
Everything runs locally in your browser. You pick a folder of game files you own; nothing is uploaded, and no game data is included in this repository.
.dar / .dlz archives (re-encrypted for MGO2).slotdat/slot_flash) open showing their 320 × 180 stage, the part the game puts on
screen; artwork waiting off stage stays out of view. Reset in the crop bar shows the whole layout.rule_anime.la2) gets the game's own pair by default: the soldiers'
run cycle and trails (#2b7872) and the goals (#925b6e) keep looping under every rule's action, which only moves
the soldiers and switches their poses.second_weponselect2.la2 composes the screen the way the game does at runtime: each weapon's own
wpicon_*.la2 layout is loaded from the stage archives and placed in the primary / secondary / support rows, tinted
like the game, with the screen shown as it looks once opened.[d7cbe5] -group N -wp_id <id> <cost> …), scrolls each row,
picks the character (unique weapons only appear for their owner, as in the game) and toggles Drebin Points mode
(empty first slot, cost labels, over-budget weapons faded). Exports include the weapons..qar / .txn / .dlz archives (DXT1 / DXT3 / DXT5, atlases,
MGS4 textures embedded in TXN files), including MGO2's base / patch stage pairs.Which to choose: animated layouts that change across the whole screen every frame (fades, scrolling, video-like backgrounds) make any lossless image format huge — a 10-minute MGS4 clip is around 13 GB as lossless WebP but about 320 MB as AV1 4:4:4 near-lossless, or under 100 MB as H.264. Use the image formats for short or mostly static animations, or when you need every pixel exact.
.la2, the .dar archive that holds it (with the edited file inside, re-encrypted for MGO2),
or the edited texture archives.| Game | Platform | LA2 location | Notes |
|---|---|---|---|
| Metal Gear Solid 4 | PS3 | slotdat/*/N/*.la2, stage archives | big-endian; very large layouts supported; PSN releases are encrypted |
| Metal Gear Online 2 | PS3 | inside stage/*/*.dar | stage archives are encrypted; decrypted automatically |
| Metal Gear Arcade | PC | stage/*/Dar/*.la2, *.dar | little-endian archives |
Open the folder that holds the files — a single stage, a slotdat folder, USRDIR/o, or a whole game tree.
LA2 Studio lists the folders that contain layouts; pick one to see its files.
Open https://zoft123.github.io/LA2_Studio/ in a current Chrome, Edge, Firefox or Safari, then:
The app is a static site with no build step. Serve the repository folder with any static web server, for example:
git clone https://github.com/Zoft123/LA2_Studio.git
cd LA2_Studio
python3 -m http.server 8000
# open http://localhost:8000
(Opening index.html directly from disk does not work: browsers do not load JavaScript modules from file://.)
| Area | What it does |
|---|---|
| Folders / Files | Folders that contain LA2 data, then the layouts in the selected folder (loose files and .dar entries). Tick subfolders to include everything below. |
| Toolbar | Action, also play (extra looping actions), play, frame (drag, or type a tick and press Enter), play mode, freeze last frame, speed (1× = the game's 300 ticks per second), zoom (fit scales to the window), transparent / solid background colour, drag-to-move. |
| Crop | Enable a custom viewport, enter X / Y / W / H, select an area by dragging, or reset to the full layout. Applies to the live view and exports. |
| Export / Save | Animation export, frame PNG, undo / redo / revert, save .la2, .dar and edited textures. |
| Objects | The object tree. Untick to hide in the preview only; add new objects at the root. |
| Properties | Fields of the selected object, duplicate / delete, add child objects, raw packet editor. |
| Text | Every string in the file, editable in place (Enter applies, Shift+Enter new line, Esc restores), with a filter and the font's character palette. |
| Textures | Textures with their UV rectangles; PNG download, replacement, wider texture search. |
| Tables | Colour, UV and texture tables. |
| Action keys | Tracks and keys of the selected action, with commands decoded; loop flag. |
| File | Header sections, object counts, layers and fonts with libla's names. |
Keyboard: Space play / stop · ← / → step a frame · Shift + arrows nudge the selection (Ctrl for 10 px) ·
Ctrl+Z / Ctrl+Y undo / redo · / filter files · o open folder · Esc clear the selection.
Edits stay in the browser until you save them: use Save .la2, Save .dar or Save textures to download the edited files, then copy them into your game folder (keep a backup of the originals). Until then they are also kept in the browser's storage, so reopening the same folder after a reload or crash offers them back.
To crop, click Select area, then drag a rectangle on the full layout. Selection pauses playback; press Play again to watch the cropped animation. Esc or Cancel crop keeps the previous crop. You can also tick Crop and enter X, Y, W, and H in layout pixels, including negative coordinates. Numeric changes update the live view while playback continues. Reset restores the full layout. Each file remembers its crop until the page is reloaded; undo/redo of layout edits keeps it.
The same crop is used for frame PNG, WebP, APNG, and video exports. Zoom still controls output resolution:
choose zoom 1 to export the entered width and height in pixels. Video exports round odd dimensions up
to an even size. Cropping changes framing only; it does not move objects or change a saved .la2 file.
Dar layouts also find sibling Qar TXNs and their parent folder's DLZs. MGO2's
o/stage/<name> and o/dl/p/stage/<name> folders are paired automatically. If something is still missing,
Search everything in the Textures tab indexes every archive in the opened folder..dci index remaps a patched TXN's
image numbers into the indexed DLZs (resident_nodld_013000.dlz, …), and its unchanged images still come from the
base stage folder's DLZs.stage/<name>) taken from the path; for copies kept elsewhere it
tries the folder names it can see, and Settings lets you set the key by hand.USRDIR/o
(MGO2) is always encrypted. USRDIR/mgs (MGS4) is encrypted on the PSN releases (NPUB31633, NPEB02182,
NPJB00698) and plain on the Blu-ray discs (BLUS30109, BLES00246, BLJM67001–3, BLJM57001, BLUS30148, BLAS55004/5,
BLKS25002). BLJM60082 is the standalone MGO disc. Saves inside an encrypted area are always encrypted.A browser with WebGL 2 is required (all current desktop browsers).
.dlz files decompress to exactly the edited data, but are not byte-identical to the originals
(a different deflate implementation); the games read them normally.Planned and likely future updates:
Issues and pull requests are welcome.
Plain ES modules, no build step. Vendored libraries (MIT): fflate (deflate / inflate), webm-muxer and mp4-muxer (video containers).
index.html, css/ the page
js/core/bin.js binary reading / writing, the MGS string hash
js/formats/ la2.js (reader), model.js (writer and edits), archives.js (DAR / QAR / DLZ),
textures.js (TXN / DLD / DXT decoding), dxtenc.js (DXT encoding), mgo2crypt.js
js/engine/ scene.js (state, playback, timeline, draw list), gl.js (WebGL renderer), export.js,
playback.js (play modes, export frame schedule), viewport.js (crop geometry)
js/app/ main.js (UI), library.js (folders, decryption, texture lookup), crop.js, texedit.js,
session.js (unsaved edits kept in IndexedDB)
docs/FORMAT.md format reference
tests/check.mjs `npm test`: playback, export, crop and app regression tests
tests/run.mjs round-trip tests against your own game files
tests/render.html WebGL2 alpha and crop checks, run in a browser
tests/serve.py development server for automated browser tests
Run the playback, export timing and alpha regression tests (Node.js 18 or later):
npm test
To also run the format tests on your own files:
npm test -- /path/to/game/folder [more folders...]
The format tests can also be run directly:
node tests/run.mjs /path/to/game/folder [more folders...]
They check that every layout parses, rebuilds byte for byte, survives structural edits and plays.
For actual GPU alpha checks, serve the app and open tests/render.html in a WebGL2 browser.
It checks transparent and solid backgrounds, opaque draws, and normal blending after an opaque draw.
The file format is described in docs/FORMAT.md.
LA2 Studio is an unofficial fan-made tool. It is not affiliated with, endorsed by or connected to Konami or Kojima Productions. Metal Gear, Metal Gear Solid, Metal Gear Online and Metal Gear Arcade are trademarks of their respective owners. This repository contains no game files or game assets; you need your own copies of the games' files to use it.