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Crazy racing (android) - res_all.pak
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Re: Crazy racing (android) - res_all.pak
bump, here is the link https://drive.google.com/file/d/1sR1i5B ... p=drivesdk
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Re: Crazy racing (android) - res_all.pak
The files inside this archive are all LZMA compressed. The header starts with a list of file information entries that contain their offset (divided by 4), compressed size and a hash of their filename. The game references entries by their filename so they're available but not easily.
I've run a quick dump from v1.9.9.9 and generated some names however it is only about 40% of what's in the archive. Depending on your needs you might need to work out the rest.
I've run a quick dump from v1.9.9.9 and generated some names however it is only about 40% of what's in the archive. Depending on your needs you might need to work out the rest.
Code: Select all
struct Archive
{
uint FileCount;
FileInfo FileInfos[FileCount];
byte Data[x];
}
struct FileInfo
{
uint Hash;
int Offset; // multiply by 4
int CompressedSize; // LZMA
}
uint Hash(string value)
{
// append suffix and lowercase
// e.g. Res\ALight.mesh => res\res\alight.mesh
value = (@"res\" + value).ToLower();
uint h = 0u;
for (int i = 0; i < value.Length; i++)
h = 31 * h + (byte)value[i];
return h;
}
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Re: Crazy racing (android) - res_all.pak
And here's the wiki article for future reference
http://wiki.xentax.com/index.php/Crazy_Racing_PAK
Thanks for sharing, barncastle
http://wiki.xentax.com/index.php/Crazy_Racing_PAK
Thanks for sharing, barncastle
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Re: Crazy racing (android) - res_all.pak
great, but are the mesh files ogre
also, does this work with urban chaser
also, does this work with urban chaser
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