Re: [PC] Resident Evil 5
Posted: Thu Oct 01, 2009 4:58 am
One small correction to that list. I was messing around with the files in the character arcs with your arc extraction tool, and I learned that .obj should be .oba and .unk34 should be .nckSurveyor wrote:Bonjour!!
Now here's a list of all the extensions used by the game, these are the known onesThe fellowing are untested files but extensions are given according to their headerCode: Select all
#define ARCEXT_SHADER 0x50F9DB3E // bfx #define ARCEXT_TEXTURE 0x241F5DEB // tex #define ARCEXT_MOTION 0x76820D81 // lmt #define ARCEXT_MODEL 0x58A15856 // mod #define ARCEXT_VIBRATION 0x358012E8 // vib #define ARCEXT_MESSAGE 0x10C460E6 // msg #define ARCEXT_LSP 0x60DD1B16 // lsp #define ARCEXT_SDL 0x4C0DB839 // sdl #define ARCEXT_STP 0x671F21DA // stp #define ARCEXT_IDM 0x2447D742 // idm #define ARCEXT_MTG 0x4E2FEF36 // mtg #define ARCEXT_LCM 0x39C52040 // lcm #define ARCEXT_JEX 0x2282360D // jex #define ARCEXT_CHN 0x3E363245 // chn #define ARCEXT_AHC 0x5802B3FF // ahc #define ARCEXT_HIT 0x0253f147 // hit #define ARCEXT_RTEXTURE 0x7808EA10 // rtex, not used, all textures empty #define ARCEXT_CUBEMAP 0x4D894D5D // for all the stages, header: XFS, loads without // effects #define ARCEXT_EFFECT_EAN 0x4E397417 // ean #define ARCEXT_EFFECT_EFL 0x6D5AE854 // efl #define ARCEXT_EFFECT_EFS 0x02833703 // efs #define ARCEXT_EFFECT_RTT 0x276DE8B7 // rtt #define ARCEXT_EFFECT_AEF 0x557ECC08 // for all the stages, header: XFS, loads without #define ARCEXT_EFFECT_ADH 0x1EFB1B67 // adh #define ARCEXT_EFFECT_CEF 0x758B2EB7 // cef // sounds #define ARCEXT_SOUND_SPC 0x7E33A16C // spc #define ARCEXT_SOUND_SRD 0x2D12E086 // srd #define ARCEXT_SOUND_SRQ 0x1BCC4966 // srq #define ARCEXT_SOUND_STQ 0x167DBBFF // stq #define ARCEXT_SOUND_REVWIN 0x232E228C // rev_win #define ARCEXT_SOUND_EQU 0x2B40AE8F // equ #define ARCEXT_SOUND_SCS 0x0ECD7DF4 // scs #define ARCEXT_SOUND_SDS 0x0315E81F // sds #define ARCEXT_SOUND_MSE 0x4CA26828 // mse #define ARCEXT_SOUND_ASE 0x07437CCE // ase #define ARCEXT_SOUND_SNGW 0x7D1530C2 // sngw, ogg
Missing extensions are: at3, xma, bgm, pth, ptl, lom, los, way, nav,
Anyways, below is the patcher that will work only for the extensions that didn't crash the game. There is also the UnPatcher: this will revert to original ARC status when you mess things up with the Patcher (happens sometimes)Code: Select all
#define ARCEXT_UNK08 0x30ED4060 // XFS #define ARCEXT_UNK09 0x430B4FF4 // XFS #define ARCEXT_UNK12 0x5898749C // XFS #define ARCEXT_UNK14 0x38F66FC3 // XFS #define ARCEXT_UNK15 0x039D71F2 // XFS #define ARCEXT_UNK17 0x176C3F95 // XFS #define ARCEXT_UNK18 0x2C4666D1 // XFS #define ARCEXT_UNK19 0x266E8A91 // XFS #define ARCEXT_UNK20 0x15302EF4 // XFS #define ARCEXT_UNK21 0x19A59A91 // XFS #define ARCEXT_UNK24 0x1ED12F1B // XFS #define ARCEXT_UNK26 0x65B275E5 // XFS #define ARCEXT_UNK29 0x754B82B4 // XFS #define ARCEXT_UNK30 0x017A550D // XFS #define ARCEXT_UNK34 0x1BA81D3C // XFS #define ARCEXT_UNK35 0x4F16B7AB // XFS #define ARCEXT_UNK36 0x585831AA // XFS // I'm not too sure about these either #define ARCEXT_CCL 0x0026E7FF // CCL #define ARCEXT_HAVOK 0x36E29465 // havok HVK #define ARCEXT_FSM 0x66B45610 // FSM #define ARCEXT_SBC 0x51FC779F // SBC #define ARCEXT_NAV 0x4EF19843 // NAV #define ARCEXT_WAY 0x5F36B659 // WAY #define ARCEXT_OBJ 0x0DADAB62 // OBJ #define ARCEXT_SHP 0x5204D557 // SHP #define ARCEXT_SHW 0x60524FBB // SHW #define ARCEXT_CDG 0x2DC54131 // CDF, present only for pl02 model #define ARCEXT_SOUND_SND12 0x46810940 // XFS #define ARCEXT_SOUND_SND13 0x538120DE // XFS
As usual, just put the program in the naticePc directory and it will recursively scan the subfolders.
And since I don't think I'll continue the work on the patcher as I don't have any computer that can run the game properly, I'll post the source code here so people can make their own patchers.