oh sorry, I forgot, you have to decompress the file first, I did this for your example file, see here, simply skip the first 8 bytes and decompress the rest as a single zlib blob
greetz WV
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Search found 20 matches
- Wed May 08, 2019 3:51 pm
- Forum: Game Archive
- Topic: Tornado Outbreak's Models in a .bgw format.
- Replies: 3
- Views: 1005
- Mon May 06, 2019 1:55 pm
- Forum: Game Archive
- Topic: Tornado Outbreak's Models in a .bgw format.
- Replies: 3
- Views: 1005
Re: Tornado Outbreak's Models in a .bgw format.
here, I was bored, it extracts some tga's, but not all of them are useful, so this needs more guessing than mine, have a nice day
greetz
greetz
- Sun May 05, 2019 7:36 pm
- Forum: Game Archive
- Topic: DFF Opera Omnia .dat
- Replies: 2
- Views: 806
Re: DFF Opera Omnia .dat
its encrypted, you need to supply at least the exe to have a chance
greetz
greetz
- Thu Jan 24, 2019 10:26 am
- Forum: Graphic file formats
- Topic: BF2 - BFP4F DFM Menu files
- Replies: 0
- Views: 638
BF2 - BFP4F DFM Menu files
someone asked me about this, so I looked into it, its just a simple XOR encryption: class Program { static byte[] key = { 0x0B, 0xAD, 0xF0, 0x0D }; static void Main(string[] args) { if (args.Length != 1 || !File.Exists(args[0])) { ShowUsage(); return; } byte[] input = File.ReadAllBytes(args[0]); for...
- Fri Feb 02, 2018 5:32 pm
- Forum: Game Archive
- Topic: Black Squad upk files
- Replies: 2
- Views: 2052
Re: Black Squad upk files
you need to post a dumped exe first, without the code that reads the upk how should anyone guess it?
greetz
greetz
- Mon Jan 29, 2018 3:38 pm
- Forum: Game Archive
- Topic: dreamcast BIN extraction (SARC archive) PLEASE HELP
- Replies: 5
- Views: 2549
Re: dreamcast BIN extraction (SARC archive) PLEASE HELP
quick and dirty, there you go...
greetz WV
greetz WV
- Mon Jan 29, 2018 3:09 pm
- Forum: Game Archive
- Topic: Goldeneye N64 eep savegame editor
- Replies: 11
- Views: 4106
Re: Goldeneye N64 eep savegame editor
to the "unknown" parts, they probably store some additional settings you can set with bonds watch. previously unknown2 = volume sliders! (higher/left byte = music volume, lower/right byte = fx volume, 0..255, not visible in new tool, unk3 is now unk2) and here the list of cheat flags for t...
- Sun Jan 28, 2018 8:00 pm
- Forum: Game Archive
- Topic: Goldeneye N64 eep savegame editor
- Replies: 11
- Views: 4106
Re: Goldeneye N64 eep savegame editor
ok, all done now, edited the first post with the links, see y'all
greetz
greetz
- Sun Jan 28, 2018 4:24 pm
- Forum: Game Archive
- Topic: Goldeneye N64 eep savegame editor
- Replies: 11
- Views: 4106
Re: Goldeneye N64 eep savegame editor
ok nvm, I think I solved it^^ https://i.imgur.com/cSMKYI7.png here the hashfunction in C#: static UInt64 Hash(byte[] data) { uint seedLo = 0x3108B3C1; uint seedHi = 0x8F809F47; uint s1 = 0; UInt64 resultHi = 0; UInt64 resultLo = 0; for (int i = 0; i < data.Length; i++) { byte t8 = data[i]; uint t9 =...
- Sun Jan 28, 2018 3:24 pm
- Forum: Game Archive
- Topic: Goldeneye N64 eep savegame editor
- Replies: 11
- Views: 4106
Re: Goldeneye N64 eep savegame editor
more updates: CODE:80051EC0 readSaveGame CODE:800CF530 makeHash the hash is made with a seed as input, which is reused on next call of it, thats why different slots with the same data have different hashes, anyone wanna help me reverse that function? im already delving into it^^ greetz
- Fri Jan 26, 2018 6:41 pm
- Forum: Game Archive
- Topic: How do I decrypt Rocket League game files?
- Replies: 1
- Views: 1019
- Fri Jan 26, 2018 6:40 pm
- Forum: Game Archive
- Topic: Goldeneye N64 eep savegame editor
- Replies: 11
- Views: 4106
Re: Goldeneye N64 eep savegame editor
just a little update on this:
I traced the calls back 3 caller functions (by stepping through every subfunction), one way leads to eeprom_access as write access and one as read access
greetz
I traced the calls back 3 caller functions (by stepping through every subfunction), one way leads to eeprom_access as write access and one as read access
greetz
- Wed Jan 24, 2018 9:31 pm
- Forum: Game Archive
- Topic: Goldeneye N64 eep savegame editor
- Replies: 11
- Views: 4106
Re: Goldeneye N64 eep savegame editor
well not much news, I just used the visual studio debugger to step the cpu and trace where the call came from, sofar I got: CODE:80015ED0 eeprom_access: //the function I first found, does one write access / 8 bytes CODE:80015340 eeprom_access2://calls above function twice, does at least one write ac...
- Tue Jan 23, 2018 8:23 am
- Forum: Game Archive
- Topic: Goldeneye N64 eep savegame editor
- Replies: 11
- Views: 4106
Re: Goldeneye N64 eep savegame editor
https://pastebin.com/BzRVPvHS CODE:80015F40 loc_80015F40: # CODE XREF: writeEEpromLine+54↑j CODE:80015F40 3C 09 1F C0 35 29 07 C0 li $t1, 0x1FC007C0 # Load Immediate CODE:80015F48 3C 0A A4 80 lui $t2, 0xA480 # Load Upper Immediate #actual write to eeprom CODE:80015F4C AD 49 00 10 sw $t1, 0xA4800010...
- Mon Jan 22, 2018 8:30 pm
- Forum: Game Archive
- Topic: Goldeneye N64 eep savegame editor
- Replies: 11
- Views: 4106
Re: Goldeneye N64 eep savegame editor
https://pastebin.com/EzGqRN7G reads all times now! interestingly 10bit * 20 times = 200 bit needed; 200 bit / 8 bitPerByte = 25 bytes! (0x19) thats why the offsets are 0x19 far apart! (in bytes) Offset Agent Time : 0x12 Offset Secret Agent Time : 0x2B Offset 00 Agent Time : 0x44 so for one slot, th...