That function there is just disabled. Edit 1-3 rows and check it in game. I do not have the opportunity.michalss wrote:going to test it right away Thx man i dont need to do it anymore Can you please do it export <-> import to TXT to bin pls ?
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Tomb Raider (2013) (PC) (PS3) (XBOX) (*.tiger)
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Re: Tomb Raider (2012) (PC) (PS3) (XBOX) (*.000.tiger)
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Re: Tomb Raider (2012) (PC) (PS3) (XBOX) (*.000.tiger)
Nice, hopefully we find the missing ones soon! What is "Rebuilder" and why it wouldn't work with tiger files?Ekey wrote:Sadly, Rebuilder for filelists dont work with TIGER. Anyway here updated filelist. Added ~ 118 filenames.
Paths
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%sDesign\Runnables\%s.drm %sDesign\Image Resources\%s.drm local\localization\movies\%s.sch %s\objectlist.txt %s\objlist.dat %saudio\streams\ %scinstream\ %s\symbol.ids
Packer for TR9? I don't think we are at this point, we don't even know the format of the TAFS format yet.michalss wrote:Does your pack work OK mate pls or does it work at all?
OK so update. I went in search (manually) of the "hidden" files... and I found CDRM files! yay! But they have a new block format. boo. So we need to reverse that, but that's another discussion (new thread?) (another note for the new thread, there was an uncompressed CDRM [yeah I know...] and the underlaying DRM format had the same "version number" as DX3... Interesting to confirm if the new CDRM files are the same.)
Anyway, for the TAFS/tiger files, I noticed something. In the alignment padding between files, there are blocks called "NEXT" and they seem to only have one value (a jump offset? an index?) My guess is that goes with the new DRM format (the "version 22").
So next step is to find a way to make sense of those 3 data points (the TAFS format, the new DRM format and the NEXT blocks)
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Re: Tomb Raider (2012) (PC) (PS3) (XBOX) (*.000.tiger)
Ekey wrote:That function there is just disabled. Edit 1-3 rows and check it in game. I do not have the opportunity.michalss wrote:going to test it right away Thx man i dont need to do it anymore Can you please do it export <-> import to TXT to bin pls ?
Sure i will do it this is not a problem. Can you please enable it ?
Last edited by michalss on Wed Feb 27, 2013 9:52 am, edited 1 time in total.
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Re: Tomb Raider (2012) (PC) (PS3) (XBOX) (*.000.tiger)
I mean Gibbed.TombRaider.RebuildFileListssephiroth99 wrote: Nice, hopefully we find the missing ones soon! What is "Rebuilder" and why it wouldn't work with tiger files?
Well maybe sephiroth add support TR9 bins for translatr project. Format easymichalss wrote:going to test it right away Thx man i dont need to do it anymore Can you please do it export <-> import to TXT to bin pls ?
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4 Bytes - Language ID (0xFFFFE0 -> %0.2x) - (0x05 - DUTCH) , (0x08 - PORTUGUESE)
4 Bytes - Version? (0x36 Always)
4 Bytes - Total Records
216 Bytes - 0xFF
4 Bytes - Null
Next values - strings offsets
for (uint i = 0; i < count; i++)
{
Here, some cool operations with strings :)
}
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Re: Tomb Raider (2012) (PC) (PS3) (XBOX) (*.000.tiger)
That's a MUL file. If so, it would then be XMA audio. We'll have to see if they still use a modified ADPCM codec for the PC version.Ekey wrote:Who can look this file ? Seems divided into blocks and compressed?
One thing, it's definitely not the locals.bin file.
If you look at my github, I there is the format BigFileV3 (for TR9/tiger/TAFS). If you replace in RebuildFileLists the bigfile variable for that new type, it will work.Ekey wrote:I mean Gibbed.TombRaider.RebuildFileLists
I also added your new filenames to my git if you don't mind
OK I made a new thread for the new CDRM files, see here: viewtopic.php?f=21&t=10183
I haven't looked more at the TAFS files though. Is anyone else researching that?
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Re: Tomb Raider (2012) (PC) (PS3) (XBOX) (*.000.tiger)
Ekey wrote:I mean Gibbed.TombRaider.RebuildFileListssephiroth99 wrote: Nice, hopefully we find the missing ones soon! What is "Rebuilder" and why it wouldn't work with tiger files?
Well maybe sephiroth add support TR9 bins for translatr project. Format easymichalss wrote:going to test it right away Thx man i dont need to do it anymore Can you please do it export <-> import to TXT to bin pls ?
Code: Select all
4 Bytes - Language ID (0xFFFFE0 -> %0.2x) - (0x05 - DUTCH) , (0x08 - PORTUGUESE) 4 Bytes - Version? (0x36 Always) 4 Bytes - Total Records 216 Bytes - 0xFF 4 Bytes - Null Next values - strings offsets for (uint i = 0; i < count; i++) { Here, some cool operations with strings :) }
Thx mate big file is not a problem, but subtitles and other ingame text is not in local.bin, this is what sephiroth99 trying to find... i hope you guys manage ti do it
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Re: Tomb Raider (2012) (PC) (PS3) (XBOX) (*.000.tiger)
In MUL files all subtitles and SCH (simple text file) for moviesmichalss wrote:this is what sephiroth99 trying to find... i hope you guys manage ti do it
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Re: Tomb Raider (2012) (PC) (PS3) (XBOX) (*.000.tiger)
Ekey wrote:In MUL files all subtitles and SCH (simple text file) for moviesmichalss wrote:this is what sephiroth99 trying to find... i hope you guys manage ti do it
So it is simple texts, i did not find any file where i can simple edit text all packed in mul files not simple text at all? Nice is there anyway to identify in what all files is it in please, i guess it is in all of them ? So unleas there is packer then it is impossible to do localization and not even test with edited text
Quick BMS Editor GUI - simple easy to use
Goto : viewtopic.php?uid=34229&f=29&t=6797&start=0
Downloads from DropBox : https://dl.dropboxusercontent.com/u/
Goto : viewtopic.php?uid=34229&f=29&t=6797&start=0
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Re: Tomb Raider (2012) (PC) (PS3) (XBOX) (*.000.tiger)
For Xbox dump memory regions while you playing game.
BTW: See file 10466CE1.unknown (symbos.ids ???) he contained interesting info : Dev paths for files, labels and ect.
Just need add in the end strings .drm or .mul and found correct initial path + replace / on \ ... I found all the audio files for DXHR using by this
Seems sephiroth found 3k files by using B2C36492.unknown (it's objects.dat or objectlist.txt)
BTW: See file 10466CE1.unknown (symbos.ids ???) he contained interesting info : Dev paths for files, labels and ect.
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3976,object/sfx/audio_graph/audio_graph_chasm/audio_graph_chasm
3978,object/sfx/audio_graph/audio_graph_forest/audio_graph_forest
3980,object/sfx/audio_graph/audio_graph_oniden/audio_graph_oniden
3982,object/sfx/audio_graph/audio_graph_spawner/audio_graph_spawner
4044,object/physical/storage/barrels/barrel_exploding_spawner/barrel_exploding_spawner
4046,object/physical/storage/barrels/barrel_exploding_ww2sos/barrel_exploding_ww2sos
Seems sephiroth found 3k files by using B2C36492.unknown (it's objects.dat or objectlist.txt)
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Re: Tomb Raider (2012) (PC) (PS3) (XBOX) (*.000.tiger)
About compress found strings :
next files need check paths:
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ResolveDecompressor
GFxZlibState - Seems for ScaleForm SWFs
edgezlib_inflate_raw_data.cpp (1.2.3.0-SPU-EDGE)
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xenon-w\objectlist.txt
xenon-w\objlist.dat
xenon-w\unitlist.txt
\tras\game\xenon\tras.arg
\tras\xenon-w\objectlist.txt
\tras\xenon-w\objlist.dat
\tras\xenon-w\unitlist.txt
\tras\local\localization\movies\%.sch - Where % Movie filename without extension
Last edited by Ekey on Sat Mar 02, 2013 8:56 pm, edited 1 time in total.
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Re: Tomb Raider (2012) (PC) (PS3) (XBOX) (*.000.tiger)
Yeah but after decompressing with ZLIB, files have new compression. You can see here examples (_dec.dat) . Compressed data begin from offset 0x24.
I check comtype_scan2 but without results.
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4 Bytes - PS3T (Always)
4 Bytes - Compressed Size (Without Header (size 0x24) - Endian Big)
4 Bytes - Decomrpessed Size ? (Endian Big)
4 Bytes - Unknown (Endian Little)
4 Bytes - Unknown (Endian Little)
4 Bytes - Unknown (Endian Little)
4 Bytes - Unknown (Endian Little)
8 Bytes - Nulls
Read this for example.OrangeC wrote:I have an xbox aslo.
What tools did you use? do you need a jtagged box?
Last edited by Ekey on Sat Mar 02, 2013 1:34 pm, edited 1 time in total.
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Re: Tomb Raider (2012) (PC) (PS3) (XBOX) (*.000.tiger)
Okay i see i need to get a jtag. However i am going to be working from pc version and im having trouble finding a good realtime memory dumper.