Puma Street Soccer PPM

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P.S.S. PPM is structurally the same as Netpbm PPM, except that the signature is "<code>PX</code>" instead of "<code>P6</code>".
 
P.S.S. PPM is structurally the same as Netpbm PPM, except that the signature is "<code>PX</code>" instead of "<code>P6</code>".
  
The images are lightly encrpyted with a repeating 255-byte ''xor'' key. The key can be found in some files that have a sufficient number of consecutive black pixels (such as the end of {{DiscMasterLink|view/22881/PC%20Action%20Issue%2080%20(Estate%201999).ISO/puma%20street%20soccer/data1.cab/Program_Executable_Files/data/texture_3d/Creol/_Thand_s.ppm|this file}}), or generated. The first key byte is 0xb5. To derive the next byte, right-shift the current byte by 1 bit, then if the bit that was shifted off was 1, xor with 0xb8.
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The images are lightly encrypted with a repeating 255-byte ''xor'' key. The key can be found in some files that have a sufficient number of consecutive black pixels (such as the end of {{DiscMasterLink|view/22881/PC%20Action%20Issue%2080%20(Estate%201999).ISO/puma%20street%20soccer/data1.cab/Program_Executable_Files/data/texture_3d/Creol/_Thand_s.ppm|this file}}), or generated. The first key byte is 0xb5. To derive the next byte, right-shift the current byte by 1 bit, then if the bit that was shifted off was 1, xor with 0xb8.
  
 
== Identification ==
 
== Identification ==

Revision as of 14:48, 23 November 2025

File Format
Name Puma Street Soccer PPM
Ontology
Extension(s) .ppm
Released ~1998

Puma Street Soccer is a video game developed by Pixelstorm. It has an associated .PPM texture graphics format.

P.S.S. PPM is a variant of Netpbm binary PPM (P6) format.

It's not certain that this format is specific to Puma Street Soccer, but no other use has been found.

Format details

P.S.S. PPM is structurally the same as Netpbm PPM, except that the signature is "PX" instead of "P6".

The images are lightly encrypted with a repeating 255-byte xor key. The key can be found in some files that have a sufficient number of consecutive black pixels (such as the end of this file), or generated. The first key byte is 0xb5. To derive the next byte, right-shift the current byte by 1 bit, then if the bit that was shifted off was 1, xor with 0xb8.

Identification

Files start with ASCII "PX", followed by a newline (0x0a).

In practice, the second line always seems to be a comment line. The following examples have been observed:

# Created by Paint Shop Pro
# Created by Paint Shop Pro 5
# Created by Jasc BatchMaster
# Created by Jasc Image Robot

It seems likely that these comments are misleading.

Sample files

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