WRS wrote:final version #2 !
note:
dumped files will have 30 bytes or so of random data at the start. i cant find the size of this to remove it, so work with it
removed the naming-by-resource-type. you can name them yourself from the xml.
this should be all.
Hi, and thank you very much!
I noticed the beginning of the file chunk for compiled Lua files has those extra bytes you mentioned, looks like a header.
i will explain:
Code: Select all
6C 00 01 00 00 00 00 00 00 00 00 00 00 00 00 00 E3 21 35 A0 (SIZE OF DIRECTORY PATH) 00 (DIRECTORY)
03 00 00 00 60 22 A9 B3 3A BA 5C C9 11 19 61 FE 3D 37 41 (SIZE OF FILENAME PATH) 00 (FILENAME) E0 59 00 00 (FILE START)
which is, like this in the hex editor for me:
http://img685.imageshack.us/img685/2259/dadat.png
The highlighted byte is the start of the actual compiled Lua file, hope this helps!
EDIT:
Then again some .dat files with no directories in it do this:
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08 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 A5 C7 AF F9 (SIZE OF FILENAME PATH) 00 00 00 (FILENAME)
01 00 00 00 (SIZE OF FILE CHUNK) 00 00 00 (FILE START)
It is complex, i'll give you that much.
Edit 2: I also noted that the number of entries in the XML match exactly the order and number of the actual files generated.
Maybe it should be more like:
FrameResource.sds.pak
FrameNameTable.sds.pak
Actors.sds.pak
MemFile.sds.pak
Script.sds.pak
Although i might work on a version in C++, i'm unsure of QuickBMS's full capabilities but i think i can handle the final dumping of the files from the combined file.