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Search found 15 matches

by kolli
Sun Jul 15, 2007 2:27 pm
Forum: Game Archive
Topic: .wz archive
Replies: 515
Views: 226471

it extor ".0001.img" and ".0002.img" they are both "FireFox" file. and then it stop and say it alreday exit or somefhinge.. Uhm... You have to tell the script what file it should extract. My uploaded version is set to TamingMob.wz, because that is the smallest file (--...
by kolli
Sat Jul 14, 2007 2:03 pm
Forum: Game Archive
Topic: .wz archive
Replies: 515
Views: 226471

Every fhinge I extor is a "FireFox" File how do I make it an Image fileā€¦? With the following two boolean variables you can say, what should be dumped. dumpImages = 1 dumpHTML = 1 In my upload the dumpImages was false, because for testing I disable it. Here is a version where this is enabl...
by kolli
Sat Jul 14, 2007 9:12 am
Forum: Game Archive
Topic: .wz archive
Replies: 515
Views: 226471

Hm.. Good point there. But a pointer does not make sense either. When you have the sizes, you automatically know, where the following file is located (what the computeFileOffset function does). Because if we compare how Wizet stores numbers and pictures (compressed to it's most), it's really unlikel...
by kolli
Fri Jul 13, 2007 8:02 am
Forum: Game Archive
Topic: .wz archive
Replies: 515
Views: 226471

So, here is the new version with the updated names and the easy string extrcation. The new function includes all the stuff that is needed to read a string (only the transStr is seperarted, maybe I include that later). The parameters of the function are: the file "f" the integer "offse...
by kolli
Thu Jul 12, 2007 11:51 am
Forum: Game Archive
Topic: .wz archive
Replies: 515
Views: 226471

I try now to go through the files by hand. Maybe I make a new observation that helps to better the understanding of the files. And I already made a step: The first unknown value in the DirectoryTree of an img files: This is the Checksum-32: v = { "Name": baseName + "/" + filename...
by kolli
Wed Jul 11, 2007 9:31 am
Forum: Game Archive
Topic: .wz archive
Replies: 515
Views: 226471

If I change the prevString code so that it just returns what it has read from the file (and not from the saved array) it finds a 01072279.img in Weapon and in Shoes in Character.wz. But opposed to your example code at this point I'm not seeking in the file, just reading sequentially. With the prevst...
by kolli
Tue Jul 10, 2007 10:39 am
Forum: Game Archive
Topic: .wz archive
Replies: 515
Views: 226471

EMS has already the splitted wz files, I found out. I was hoping to find a Data.wz to have the pieces put all together (makes the analysing much more easier). I thought about the packnum/00type again. The first part is a packnum, it works. But if it comes to the unicode part it does not work (I thin...
by kolli
Sun Jul 08, 2007 11:08 am
Forum: Game Archive
Topic: .wz archive
Replies: 515
Views: 226471

Ah, I see. Now I have a question about the data types you are using: Some numbers you read as signed 32 bit integers, some as unsigned. What tells you what type they are? A signed integer could have the adress up to 2 Gigabyte, but none of the wz files goes even over one Gigabyte. I only use 32 bit ...
by kolli
Sat Jul 07, 2007 5:34 pm
Forum: Game Archive
Topic: .wz archive
Replies: 515
Views: 226471

Thank you. I don't have problems with a specific img file. I just want to figure out the general structure. Because the python code looks very complex (even if it only is a rather simple recursion). I try to make a simplier one. Because I don't think that the inventor of the file structure made the ...
by kolli
Sat Jul 07, 2007 1:59 pm
Forum: Game Archive
Topic: .wz archive
Replies: 515
Views: 226471

But the "pictures" with computeName thing are no pictures. I wanted to know what this is. If you extract the Sound.wz, you have a lot of this stuff, for example: 1012000.1.Hit.image* 1012000/0/Hit 1012000.2.Hit.image* 1012000/0/Hit 1012000.3.Hit.image* 1012000/0/Hit There are no pictures, ...
by kolli
Fri Jul 06, 2007 4:09 pm
Forum: Game Archive
Topic: .wz archive
Replies: 515
Views: 226471

I'm making large steps in extracting the file tree. But I have one more question: On some point (in extract73type() when iname is "UOL") in the Python script you use a function "computeName". and at this point for the output you have a string with the content "image*" a...
by kolli
Thu Jul 05, 2007 9:47 am
Forum: Game Archive
Topic: .wz archive
Replies: 515
Views: 226471

Hi, it's me again. I made some progress with my wz viewer. Now I understand Python better, so it's easier for me to write routines in other languages. But I have a big problem on the directory tree in Map.wz. For first testings I extract it and save the file structure like a normal directory (like &...
by kolli
Tue May 22, 2007 3:23 pm
Forum: Game Archive
Topic: .wz archive
Replies: 515
Views: 226471

Hm, guys can anyone tell me is a tool for this game done? (wont read 20 pages :) I mean tool not some script or some thing else which searching for signatures, if no then Ill download that game, thnx. _______________________________ Inside the game http://int0thegame.blogspot.com/ There is a tool. ...
by kolli
Sat May 19, 2007 4:49 pm
Forum: Game Archive
Topic: .wz archive
Replies: 515
Views: 226471

Hm, guys can anyone tell me is a tool for this game done? (wont read 20 pages :) I mean tool not some script or some thing else which searching for signatures, if no then Ill download that game, thnx. _______________________________ Inside the game http://int0thegame.blogspot.com/ There is a tool. ...
by kolli
Tue May 01, 2007 11:52 am
Forum: Game Archive
Topic: .wz archive
Replies: 515
Views: 226471

Hi, my first post here. I want to ask, if someone tried to translate the Python script to some other language. I writing a Object Pascal tool to view the .wz files (so some kind of a "wz Explorer"). But as I'm not good in Python I'd like to know if someone created a general overview about ...