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Search found 11 matches

by ripper
Wed Jun 23, 2021 6:18 pm
Forum: Game Archive
Topic: Runaway - A Twist of Fate [Pendulo Studios]
Replies: 14
Views: 4289

Re: Runaway - A Twist of Fate [Pendulo Studios]

Also, some files contain multiple image frames. You can check by aligning the header to 14 bytes. After an initial count (UINT16), there are count 14-byte records, where the first UINT32 is the offset (for RA1 0 starts *after* the header!) and then follow some UINT16 dimensions. This is animation s...
by ripper
Wed Jun 23, 2021 12:02 am
Forum: Game Archive
Topic: Runaway - A Twist of Fate [Pendulo Studios]
Replies: 14
Views: 4289

Re: Runaway - A Twist of Fate [Pendulo Studios]

Yeah, the second type valid only for for RA1. Looks like they go further and add some types to reduce images size. UINT16 - entities count FOREACH entity UINT16 — X UINT16 — Y UINT8 — type UINT16 — pixels count byte[] — data ENDFOREACH IF type == 0 — data = pixels count * 2 (I think that is R5G6B5 p...
by ripper
Mon Jun 14, 2021 10:13 pm
Forum: Game Archive
Topic: Runaway - A Twist of Fate [Pendulo Studios]
Replies: 14
Views: 4289

Re: Runaway - A Twist of Fate [Pendulo Studios]

First game totally different story (like Hollywood Monsters [1997]). For decrypting you need to substract key from encrypted text byte by byte. I hope this will help you. byte[321] — key UINT32 — data offset ----------[0]---------- **GOTO position = (data offset - 20006)** **UINT8 — short rows count...
by ripper
Sun Jun 13, 2021 3:41 pm
Forum: Game Archive
Topic: Runaway - A Twist of Fate [Pendulo Studios]
Replies: 14
Views: 4289

Re: Runaway - A Twist of Fate [Pendulo Studios]

There is 2 types of images: 1. RAW image data. I didn't found any tips about width or height, just guessing (in most cases there width=1024 or height=600(768) for A Road Adventure); 2. Bunch of rows with x and y offsets. UINT16 - rows count foreach row UINT16 - x UINT16 - y UINT16 - pixels count end...
by ripper
Fri Nov 15, 2019 2:04 am
Forum: Graphic file formats
Topic: Evolution Engine 1.6 font bitmap
Replies: 6
Views: 2668

Re: Evolution Engine 1.6 font bitmap

DXT3 :cry: Well, here is bms script written by episoder. Just replace lines 3-25 with ofs = 0 w = 1024 h = 128 f = 5 ofs - is offset. In our case is always 0. w -width (you can find it in files from H. prefix) h - height (you can find it in files from H. prefix too) f - out format 5 is for DXT5 you ...
by ripper
Sun Nov 25, 2018 11:12 pm
Forum: Game Localization
Topic: Dishonored Translation of Fonts
Replies: 2
Views: 2282

Re: Dishonored Translation of Fonts

I have found Japanese Unofficial Localization and there are "DisFonts.upk", "UI_Loading_SF_LOC_INT.upk", INT folder that contains UI texts and script folders that contains subtitles. So I have to work with "DisFonts.upk", "UI_Loading_SF_LOC_INT.upk", but I do...
by ripper
Tue Jul 31, 2018 7:01 pm
Forum: Game Localization
Topic: The Evil Winthin 2
Replies: 17
Views: 8589

Re: The Evil Winthin 2

As i need recreate fonts (because english letters slight bolder than cyrillic) and You guys have some trouble with that, here detailed example. There is big topic about Id tech textures, if you are interested - here link . Before we start, you'll need some hex editor, we will put in and out image da...
by ripper
Tue Jun 05, 2018 6:38 pm
Forum: Game Localization
Topic: The Evil Winthin 2
Replies: 17
Views: 8589

Re: The Evil Winthin 2

As i promised, here is my sources . Compiled binary in bin/Debug folder. Usage for extract data: 1. Click PTR File "..." button and choose ptr file (note: pkr file must be placed on the same level with ptr, or 1 level above, like in game directory); 2. If needed click Extract directory &qu...
by ripper
Sat Jun 02, 2018 4:18 pm
Forum: Game Localization
Topic: The Evil Winthin 2
Replies: 17
Views: 8589

Re: The Evil Winthin 2

UINT32 - splited to 4 parts and XORed first 32768 bytes (32 KB) PKR MD5 UINT32 - splited to 4 parts and XORed decompressed PTR MD5 Great research! Can you explain more about this two fields? common.ptr and common.pkr as example. On the first image we skip header (0x10 bytes), select next 0x8000 byt...
by ripper
Fri Jun 01, 2018 3:36 pm
Forum: Game Localization
Topic: The Evil Winthin 2
Replies: 17
Views: 8589

Re: The Evil Winthin 2

*.PTR UINT32 - XORed by 0xFADC4688 decompressed PTR size UINT32 - version UINT32 - splited to 4 parts and XORed first 32768 bytes (32 KB) PKR MD5 UINT32 - splited to 4 parts and XORed decompressed PTR MD5 You should compress PTR file. It's work fine with C# DeflateStream. And you don't need compress...
by ripper
Tue Apr 25, 2017 12:00 am
Forum: Game Archive
Topic: Runaway - A Twist of Fate [Pendulo Studios]
Replies: 14
Views: 4289

Re: Runaway - A Twist of Fate [Pendulo Studios]

I'm apologize for my English. But i'll try help. Don't know Quick BMS or MultiEx Commander script syntax, so use general data types definitions. RESOURCE.000 containts fonts. Offsets: 0x054441CB 0x0667E584 0x06688BEF Structure: UINT32 - relative offset; UINT8 - symbol padding from top; UINT8 - symbo...