Hello, All!
Please help extract pac file.
I can't able to extract and uncompress from this game with quickbms.
4 Byte Header "add."
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LZS compression
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Re: LZS compression
xentax is so distracting
anyway, heres a script which can recursively get every filename from every "add" block. theres only 2 levels in your sample, BUT IT CAN SUPPORT MORE
to actually dump stuff, a check for the "lzs" blockid needs to be added to the if statement. not familiar with lzs so the data i did dump i had no idea was correct.
signing off for a few hours.
anyway, heres a script which can recursively get every filename from every "add" block. theres only 2 levels in your sample, BUT IT CAN SUPPORT MORE
to actually dump stuff, a check for the "lzs" blockid needs to be added to the if statement. not familiar with lzs so the data i did dump i had no idea was correct.
Code: Select all
# WRS, xentax.com
# quickbms script (wip)
math POINTER = 0
callfunction ProcessBlock
startfunction ProcessBlock
goto POINTER
savepos BASEPOS
getdstring BLOCKID 4
if BLOCKID == "add"
get UNKNOWN long
get HEADSIZE long
get HEADERS long
get UNKNOWN long
get FILESIZE long
get NULL long
get NULL long
for h = 1 to HEADERS
get POINTER long
get SIZE long
get NULL long
get NULL long
get NAME string
padding 4
savepos CHEAD
math POINTER += BASEPOS
print "Processing: %NAME% @ %POINTER%"
callfunction ProcessBlock
goto CHEAD
next h
#elif BLOCKID == "lzs"
# print "Awesome! But not ready to dump yet!"
else
print "Not sure how to handle %BLOCKID%"
endif
endfunction
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Re: LZS compression
WRS wrote:xentax is so distracting
anyway, heres a script which can recursively get every filename from every "add" block. theres only 2 levels in your sample, BUT IT CAN SUPPORT MORE
to actually dump stuff, a check for the "lzs" blockid needs to be added to the if statement. not familiar with lzs so the data i did dump i had no idea was correct.
signing off for a few hours.Code: Select all
# WRS, xentax.com # quickbms script (wip) math POINTER = 0 callfunction ProcessBlock startfunction ProcessBlock goto POINTER savepos BASEPOS getdstring BLOCKID 4 if BLOCKID == "add" get UNKNOWN long get HEADSIZE long get HEADERS long get UNKNOWN long get FILESIZE long get NULL long get NULL long for h = 1 to HEADERS get POINTER long get SIZE long get NULL long get NULL long get NAME string padding 4 savepos CHEAD math POINTER += BASEPOS print "Processing: %NAME% @ %POINTER%" callfunction ProcessBlock goto CHEAD next h #elif BLOCKID == "lzs" # print "Awesome! But not ready to dump yet!" else print "Not sure how to handle %BLOCKID%" endif endfunction
I appreciate your effort very much.
I'm very sorry, there is an error message on the monitor.
Last edited by alon on Sat Jan 01, 2011 7:19 pm, edited 1 time in total.
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Re: LZS compression
please read:alon wrote:I'm very sorry, there is an error message on the monitor.
i dont know how to decompress from the pointers. the missing blockids are deliberate.. as i saidWRS wrote:to actually dump stuff, a check for the "lzs" blockid needs to be added to the if statement. not familiar with lzs so the data i did dump i had no idea was correct.
anyone who can recognize lzs, go right ahead and see what you make of it
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Re: LZS compression
its most likely some custom ps2 lzss a lot of games did this its a real pain and thats why a lot of games were never looked into.
I tried quickbms but it does not seem to be anything implemented in it.
The structure seems to be
0x20 LZS header -- says its compressed
then the file name as a null terminated string
flag01 short
flag02 short
uncompressed size long
flag03 short
flag04 short
compressed size including header long
then i assume the data starts here.
I tried everything in quickbms using the bat file method and nothing gave readable data.
So the only way you will get those ps2 models is with a 3d ripper
or dump the model files from ram then reverse the model format.
I tried quickbms but it does not seem to be anything implemented in it.
The structure seems to be
0x20 LZS header -- says its compressed
then the file name as a null terminated string
flag01 short
flag02 short
uncompressed size long
flag03 short
flag04 short
compressed size including header long
then i assume the data starts here.
I tried everything in quickbms using the bat file method and nothing gave readable data.
So the only way you will get those ps2 models is with a 3d ripper
or dump the model files from ram then reverse the model format.
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Re: LZS compression
its impossible to crack unless you reverse a ps2 emulator or you can rip the models the way i said.
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Re: LZS compression
PCSX2 sstates *.p2s file extracted the eeMemory.bin
I got some lcv & tim2 files.
I don't know where is model section.
Here's are some lcv & tim2 files.
Last edited by alon on Fri Apr 13, 2012 7:04 pm, edited 2 times in total.
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Re: LZS compression
!!!!!!!!!!!!!!
This is awesome!!!
I am trying to rip the models of the mechs from this game, I will attempt to locate my copy of the game and look at the file format. Lets keep this thread alive, this game has some awesome models, especially mecha models.
This is awesome!!!
I am trying to rip the models of the mechs from this game, I will attempt to locate my copy of the game and look at the file format. Lets keep this thread alive, this game has some awesome models, especially mecha models.
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Re: LZS compression
Thanks kingfisher13 interest in my problem.kingfisher13 wrote:!!!!!!!!!!!!!!
This is awesome!!!
I am trying to rip the models of the mechs from this game, I will attempt to locate my copy of the game and look at the file format. Lets keep this thread alive, this game has some awesome models, especially mecha models.
viewtopic.php?f=21&t=8341
viewtopic.php?f=16&t=7786
I am turning to you for help
- kingfisher13
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Re: LZS compression
It would be better to use 3d Ripper DX to rip the models from the game, maybe someone could help us out with that?
I know it can be done, it has been done before. The problem usually with that is the models come out skewed.
EDIT:
I would also try to contact the owner of this site:
He is working on ripping models from PS2 games, using hex editor. I have contacted him already about this game, maybe he can help.
I know it can be done, it has been done before. The problem usually with that is the models come out skewed.
EDIT:
I would also try to contact the owner of this site:
Code: Select all
http://ps23dformat.wikispaces.com/How+To+Extract+Models