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Search found 61 matches
- Fri Nov 27, 2009 10:45 pm
- Forum: Game Archive
- Topic: [PS2] MX Unleashed - MX.PSR file
- Replies: 10
- Views: 3416
Re: [PS2] MX Unleashed - MX.PSR file
Try this: # Header Get HEADER_UNK1 long # Version? Get NUM_FILES long Get HEADER_UNK2 long Get HEADER_UNK3 long Get FILE_TABLE_SIZE long Get HEADER_UNK4 long For I = 0 < NUM_FILES # File entry Get NAME_LEN long GetDString NAME NAME_LEN Get SIZE long Get OFFSET long Math OFFSET *= 0x800 Log NAME OFFS...
- Tue Nov 24, 2009 12:13 am
- Forum: Game Archive
- Topic: Ready 2 Rumble BOXING.RAT
- Replies: 3
- Views: 1342
Re: Ready 2 Rumble BOXING.RAT
struct RATHeader { char magic[4]; // "RAT\0" char version[4]; // "1.0A" uint32_t unk1, unk2, unk3, unk4; uint32_t nFiles; uint32_t unk5; } struct RATFileEntry { char name[16]; // Not sure how it works exactly uint32_t size; uint32_t unk1, unk2; uint32_t offset; }
- Thu Nov 19, 2009 6:07 pm
- Forum: Game Archive
- Topic: Turok Evolution .TRE archives
- Replies: 29
- Views: 9732
Re: Turok Evolution .TRE archives
# Header Get NUM_FILES long Get UNK long # Calculate data offset Set OFF_FILE_DATA long NUM_FILES Math OFF_FILE_DATA *= 16 Math OFF_FILE_DATA += 4 For I = 0 < NUM_FILES # File info Get SIZE long Get UNK long Get UNK long Get UNK long # Extract file Log I OFF_FILE_DATA SIZE Math OFF_FILE_DATA += SIZ...
- Thu Nov 19, 2009 5:24 pm
- Forum: Graphic file formats
- Topic: Tool for RAW images
- Replies: 1
- Views: 1285
Re: Tool for RAW images
Try "TiledGGD"
- Wed Nov 18, 2009 4:25 pm
- Forum: Game Archive
- Topic: Velvet Assasin loc files
- Replies: 3
- Views: 1783
Re: Velvet Assasin loc files
Code: Select all
long signature 0x061c
- Mon Nov 16, 2009 6:50 pm
- Forum: Graphic file formats
- Topic: Kanokon Esuii [PS2] image format?
- Replies: 5
- Views: 3467
Re: Kanokon Esuii [PS2] image format?
A simple script that extracts the DAT files: # script for QuickBMS http://aluigi.org/papers.htm#quickbms # Constants Set DATA_START_OFFSET 0x8000 Set OFFSET_FACTOR 0x800 Set SIZE_FACTOR 0x400 # Extract files For I = 0 < 0x1000 # Read entry Get OFFSET long Get SIZE long If OFFSET == 0 If SIZE == 0 Cl...
- Mon Nov 16, 2009 5:56 pm
- Forum: Game Archive
- Topic: Assassin's Creed II (pck)
- Replies: 8
- Views: 3525
Re: Assassin's Creed II (pck)
No, unless someone figures out how it's packed, probably they're just vorbis packets.
- Sun Nov 15, 2009 5:09 pm
- Forum: Game Archive
- Topic: Luminous Arc 1 files
- Replies: 8
- Views: 3067
Re: Luminous Arc 1 files
NDS games also use the same LZ77 implementation frequently. Other than that, no.
- Sun Nov 15, 2009 2:35 pm
- Forum: Game Archive
- Topic: Luminous Arc 1 files
- Replies: 8
- Views: 3067
Re: Luminous Arc 1 files
if you refer to the files extracted from the BIN archive, no they don't use lzss and they look even not compressed at all They are compressed with LZ77 (Wii). I always confuse LZSS and LZ77 :roll: http://wiibrew.org/wiki/LZ77 BTW, there are just 4 bytes before the LZ77 block, the 5th byte is the fi...
- Sun Nov 15, 2009 1:58 pm
- Forum: Game Archive
- Topic: Assassin's Creed II (pck)
- Replies: 8
- Views: 3525
Re: Assassin's Creed II (pck)
# script for QuickBMS http://aluigi.org/papers.htm#quickbms Endian big # Main header IDString "AKPK" Get HEADER_TOTAL_SIZE long Get HEADER_UNK1 long If HEADER_UNK1 != 1 Print "Strange HEADER_UNK1 = %HEADER_UNK1%, may crash..." EndIf Get HEADER_EXTRA_DATA_SIZE long Get SIZE_OF_BL...
- Sun Nov 15, 2009 1:17 am
- Forum: Game Archive
- Topic: Luminous Arc 1 files
- Replies: 8
- Views: 3067
Re: Luminous Arc 1 files
A small script for .BIN files. # script for QuickBMS http://aluigi.org/papers.htm#quickbms # Main Block Get OFF_FILENAMES_BLOCK long Get SIZE_FILENAMES_BLOCK long Get OFF_OFFSETS_BLOCK long Get SIZE_OFFSETS_BLOCK long Set NUM_FILES SIZE_OFFSETS_BLOCK Math NUM_FILES /= 8 # Filenames block Math OFF_FI...
- Sat Nov 14, 2009 3:44 pm
- Forum: Graphic file formats
- Topic: Beasts and Bumpkins MFB files (unknown RLE compression)
- Replies: 6
- Views: 3101
Re: Beasts and Bumpkins MFB files (unknown RLE compression)
/** * Uncompress a Beast and Bumpkins RLE-encoded data block. * * [in] in: The input (compressed) data. * [in] inSize: The size of the input data. * [out] out: The output (uncompressed) data. * [out] outSize: The size of the output data. * * (For images, outSize = width * height). * * TODO: Add bou...
- Tue Nov 10, 2009 8:33 pm
- Forum: Game Archive
- Topic: Legends of Wrestling II (PS2) - ADB archive extraction?
- Replies: 9
- Views: 4305
Re: Legends of Wrestling II (PS2) - ADB archive extraction?
The AAAp block probably contains 2 sounds, not just one.
- Mon Nov 09, 2009 12:51 am
- Forum: Game Archive
- Topic: [req].vfs bms script?
- Replies: 39
- Views: 9308
Re: [req].vfs bms script?
You did almost beat me :mrgreen: #include <stdio.h> #include <stdlib.h> #include <string.h> #include <stdint.h> #include <assert.h> /** * Converts an encoded character to a nibble. * * [in] c: The encoded character. * [out] retVal: The nibble, or -1 on error. */ int decodeNibble(char c) { static con...
- Sun Nov 08, 2009 6:55 pm
- Forum: Game Archive
- Topic: Guitar Hero .des file?
- Replies: 4
- Views: 1618
Re: Guitar Hero .des file?
Look for an U8 extractor.