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by AngelSL
Mon May 20, 2013 2:27 pm
Forum: Game Archive
Topic: Scribblenauts Unlimited *.p files
Replies: 18
Views: 15904

Re: Scribblenauts Unlimited *.p files

You need to target 32-bit when compiling, because mss32.dll is a 32-bit DLL. If not, BinkA2WAV will launch in 64-bit mode and it'll not be able to P/Invoke mss32.dll. Okay, that makes sense; I didn't even consider the compiler might default to x64. I made another attempt at it with that in mind, bu...
by AngelSL
Mon May 20, 2013 12:23 pm
Forum: Game Archive
Topic: Scribblenauts Unlimited *.p files
Replies: 18
Views: 15904

Re: Scribblenauts Unlimited *.p files

What issue are you having? Mostly it's a complete unfamiliarity with the language and, in general, compiling native code. I managed to get past the /unsafe flag and some other issues with VS2012 but I'm sure I was doing something wrong. I pasted the code into a new "C# console application"...
by AngelSL
Mon May 20, 2013 8:51 am
Forum: Game Archive
Topic: Scribblenauts Unlimited *.p files
Replies: 18
Views: 15904

Re: Scribblenauts Unlimited *.p files

This is really awesome! Can someone compile these to win32 binaries? EDIT: Grabbed VS2012 and I'm going to try to give this a go myself. If I'm not mistaken both ScribbleExtract and the code AngelSL posted should compile with it, right? Hopefully I can figure it out :D EDIT #2: Nice, I got Scribble...
by AngelSL
Fri May 17, 2013 1:44 pm
Forum: Game Archive
Topic: Defiance beta
Replies: 46
Views: 20530

Re: Defiance beta

It no doubt uses opus and the other audio type is BINK Audio (*.binka) with the header of 1FCB, unfortunately no decoding tool for binka I seen unless somebody can get the bink sdk's binka_encode.exe which may decode... Miles uses binkawin.asi for decode AFAIK. Apparently bulk of the audio is all b...
by AngelSL
Fri May 17, 2013 1:38 pm
Forum: Game Archive
Topic: Scribblenauts Unlimited *.p files
Replies: 18
Views: 15904

Re: Scribblenauts Unlimited *.p files

Sorry to bump this 2-month old topic. I've found, after disassembly using IDA, that mss32.dll (the Miles Sound System) is responsible for handling audio playback and decoding audio files. The "WAV" files that have a header starting with 1FCB are actually Bink Audio (.binka) files; it is ha...
by AngelSL
Mon Nov 03, 2008 8:23 am
Forum: Game Archive
Topic: SoupToys .toy format
Replies: 11
Views: 3638

Re: SoupToys .toy format

The contents of this post was deleted because of possible forum rules violation.
by AngelSL
Sun Nov 02, 2008 3:29 am
Forum: Game Archive
Topic: SoupToys .toy format
Replies: 11
Views: 3638

Re: SoupToys .toy format

Thanks all. I'll look at the java source and try to reverse it (i.e repacker)
by AngelSL
Tue Oct 21, 2008 7:49 am
Forum: Game Archive
Topic: SoupToys .toy format
Replies: 11
Views: 3638

Re: SoupToys .toy format

I must be mistaken then. I hope to see an extractor soon, maybe even a repacker (okay I'm going way too far.. am I?)
by AngelSL
Sat Oct 18, 2008 7:24 am
Forum: Game Archive
Topic: SoupToys .toy format
Replies: 11
Views: 3638

Re: SoupToys .toy format

Thanks for looking at it. So far it seems that it's some kind of archive file with AutoCAD 3d files in them?
by AngelSL
Sat Oct 11, 2008 9:09 am
Forum: Game Archive
Topic: SoupToys .toy format
Replies: 11
Views: 3638

SoupToys .toy format

Hey. I've been playing this game http://www.souptoys.com, and have gotten considerably fed up with the "limit" of each toy available. Hopefully, the format isn't too hard. (File format header: 883F0305) (If you download it, the toy files can be found at C:\Documents and Settings\All Users\...
by AngelSL
Tue Mar 11, 2008 9:03 am
Forum: Game Archive
Topic: .wz archive
Replies: 515
Views: 226742

Re: .wz archive

Well, I actually figured out list.wz encryption. These encryption methods are crap. And I didn't just use brute force switching methods throughout the WZ files. In other words, I didn't just try one encryption, if that one failed switch to the other. I mean I actually figured out list.wz. :) Grats ...
by AngelSL
Thu Oct 18, 2007 2:15 pm
Forum: Game Archive
Topic: shockwave flash scripting
Replies: 2
Views: 1800

Thats DEFINITELY not actionscript.
by AngelSL
Tue Jun 26, 2007 11:50 pm
Forum: Game Archive
Topic: .wz archive
Replies: 515
Views: 226742

Erm... whats with this?!

1177: /Obj/NightMarketTW.img, 2738050, 134668320
1178: /Obj/SeoMoonJungTW.img, 2323918, 137406370
Incomplete Block [Subway/wall/0/0/foothold] at offset 137406475, size: 1061, loc: 137406476

D:\MapleStory\Dump\Map>
by AngelSL
Tue Jun 26, 2007 3:11 pm
Forum: Game Archive
Topic: .wz archive
Replies: 515
Views: 226742

The error is:
...
...
1177: /Obj/NightMarketTW.img, 2738050, 134668320
1178: /Obj/SeoMoonJungTW.img, 2323918, 137406370
Unknown: 115 : Expecting: 27
Error : Default Error
FileLocation : 137406511L

D:\MapleStory\Dump\Map>
by AngelSL
Tue Jun 26, 2007 1:15 pm
Forum: Game Archive
Topic: .wz archive
Replies: 515
Views: 226742

No, it still does not extract the Tile folder.