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by aluigi
Thu Oct 17, 2013 3:52 pm
Forum: Game Archive
Topic: Black Desert PAZ + Meta File
Replies: 153
Views: 101274

Re: Black Desert Client Research - PAZ + META File

yeah, because the paz table is at offset 0, the index is located after it and can be reached after having read the paz table, but I'm unable to find a way to locate where the other 2 remaining fields start or the size of the index field. the compression of the files is strange because it looks very ...
by aluigi
Thu Oct 17, 2013 3:02 pm
Forum: Game Archive
Topic: Black Desert PAZ + Meta File
Replies: 153
Views: 101274

Re: Black Desert Client Research - PAZ + META File

I don't understand how to retrieve the offset of the 2 encrypted tables in the meta file
by aluigi
Tue Oct 15, 2013 2:28 pm
Forum: Audio file formats
Topic: Extracting audio from The Wolf Among Us
Replies: 6
Views: 3984

Re: Extracting audio from The Wolf Among Us

I guess you are referring to the FSB4 files, the wav files are just FSB archives that you can extract with fsbext.
Try it
by aluigi
Mon Oct 14, 2013 11:05 am
Forum: Code Talk
Topic: Quick BMS Parser difficulties (text string to text string)
Replies: 6
Views: 3248

Re: Quick BMS Parser difficulties (text string to text strin

the script I pasted in my previous post dumps sequential files with abc extension, not dat.
by aluigi
Mon Oct 07, 2013 2:53 pm
Forum: Code Talk
Topic: Quick BMS Parser difficulties (text string to text string)
Replies: 6
Views: 3248

Re: Quick BMS Parser difficulties (text string to text strin

the only way is building the name by hand: findloc OFFSET string "HRCM" math i = 0 do goto OFFSET get DUMMY long findloc NEXT_OFFSET string "HRCM" 0 "" if NEXT_OFFSET == "" get SIZE asize else math SIZE = NEXT_OFFSET endif math SIZE -= OFFSET string NAME p= &q...
by aluigi
Mon Sep 30, 2013 2:57 pm
Forum: Code Talk
Topic: Quick BMS Parser difficulties (text string to text string)
Replies: 6
Views: 3248

Re: Quick BMS Parser difficulties (text string to text strin

I guess you mean something like the following, remember to replace the 2 occurrencies of "NGCA" with "HRCM":
http://aluigi.org/papers/bms/_findloc.bms
by aluigi
Mon Sep 30, 2013 8:34 am
Forum: Game Archive
Topic: [Sen no kisek] Change python code to quickbms..?
Replies: 5
Views: 1695

Re: [Sen no kisek] Change python code to quickbms..?

it looks like a RLE algorithm.
Quickbms contains the only recompression algorithms most used in games like zlib, lzo, lzma and so on, small ones are not covered.
by aluigi
Sat Sep 21, 2013 1:20 pm
Forum: Code Talk
Topic: Little Endian to Big Endian
Replies: 6
Views: 4395

Re: Little Endian to Big Endian

you can try the -E option of quickbms that was added just for this job. use the following script: get SIZE asize math OFFSET = 4 math SIZE -= OFFSET goto OFFSET math SIZE /= 4 for i = 0 < SIZE get TMP long next i and then launch it with the following command: quickbms -w -E script.bms your_file.dds ...
by aluigi
Mon Aug 19, 2013 8:27 am
Forum: Audio file formats
Topic: Xuandou Zhiwang .fsb sound files
Replies: 3
Views: 2262

Re: Xuandou Zhiwang .fsb sound files

Xiayuwu69252.Sonicli81223#$*@*0
by aluigi
Sun Aug 11, 2013 11:16 am
Forum: Code Talk
Topic: QuickBMS 0.5.24a
Replies: 1
Views: 2513

Re: QuickBMS 0.5.24a

Done, new version 0.5.24b out:
http://quickbms.aluigi.org
by aluigi
Fri Aug 09, 2013 5:46 am
Forum: Code Talk
Topic: QuickBMS 0.5.24a
Replies: 1
Views: 2513

QuickBMS 0.5.24a

Currently there are some problems in a new optimization I added in the latest version of the tool, for example it doesn't work correctly with the cpk.bms script and the CPK files ("TOC signature not found"). I'm trying to find the error. If you need to use the older version of the tool, 0....
by aluigi
Sat Aug 03, 2013 5:38 pm
Forum: Game Archive
Topic: Simraceway MAS
Replies: 20
Views: 9477

Re: Simraceway MAS

exactly, it's more convenient and easy to download the original files and decrypting them (without unique key).
by aluigi
Sat Aug 03, 2013 7:45 am
Forum: Game Archive
Topic: Simraceway MAS
Replies: 20
Views: 9477

Re: Simraceway MAS

Simraceway files must be handled in the following way:
http://aluigi.altervista.org/misc/simra ... wfiles.txt
by aluigi
Sat Jul 27, 2013 11:46 am
Forum: Game Archive
Topic: Capcom .EMI archive format
Replies: 2
Views: 1635

Re: Capcom .EMI archive format

try that script in this way: Get FN Long 0 Get U1 Long 0 GetDString ID 8 0 Set Off Long FN Math Off *= 16 Math Off += 16 Math Off /= 2048 Math Off *= 2048 Math Off += 2048 For T = 1 To FN Get FS Long 0 Get U2 Long 0 Get ID2 Long 0 Get U3 Int 0 Get END Int 0 Log "" Off FS 0 Math FS /= 2048 ...