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Search found 20 matches
- Sat Aug 19, 2006 4:03 pm
- Forum: Game Archive
- Topic: .wz archive
- Replies: 515
- Views: 226517
- Sat Aug 19, 2006 12:16 pm
- Forum: Game Archive
- Topic: .wz archive
- Replies: 515
- Views: 226517
Meds: I'm still not seeing source. The only things in GeeWiz.zip are: bz2.pyd (python library), geeWiz.exe (the program), library.zip (a bunch of compiled python libraries), mapdump (all of the image offsets), mextract.exe (a program), MSVCR71.dll (a dll), python23.dll (a dll), python24.dll (a dll),...
- Sat Aug 19, 2006 11:56 am
- Forum: Game Archive
- Topic: .wz archive
- Replies: 515
- Views: 226517
The next 16 bits after the header are unknown at the moment. In the version of data.wz that I have, it's 0x0061. After that, we begin the directory blocks. In my version there are 45 directories, and I had to fix my extractor to use that value. The program could be smarter and count the number of su...
- Sat Aug 19, 2006 11:27 am
- Forum: Game Archive
- Topic: .wz archive
- Replies: 515
- Views: 226517
- Sat Aug 19, 2006 11:17 am
- Forum: Game Archive
- Topic: .wz archive
- Replies: 515
- Views: 226517
Meds: If are you going to use the GPL as the license for your program you must offer source code to those who ask of it... Not that I think it adds anything to what I've figured out, but consider this a request. --------------- Anyways, here's the algorithm used for those who want to work on further...