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Re: Star Wars: The Clone Wars - Repulic Heroes *.rkv

Posted: Sun Sep 26, 2010 5:40 pm
by aluigi
would be cool to know also what algorithm is type 1.
in short in the binary x86 code that handles the compressed files (GameRoom was my "subject") there is only support for type 2 (lzf) which means that any other value is considered an error and being the rkv files part of a library (M$ Live stuff) that should be the same for any program/game that uses this container format.

the lack of the handling of type 1 makes me thinking to something non-pc related like, for example, the XMemDecompress algorithm used on X360, so would be cool to find a rkv archive that uses this method 1 compression and confirming or not my guess (other than implementing it obviously eh eh eh).
so let me know if rkv.bms works also with the x360 files.

in case someone is interested/curious I would like to show you how I found that the algorithm was lzf because in my opinion it could be funny and takes only 1 minute.
obviously the first step was the finding of the function that does the compression in the program that I was debugging so the usual "breakpoints-job" that I skip here.

when I found the code I noticed that the first byte (0x02) was non-compression related and the real compression algorithm was very simple so I used the comtype_scan2 way, the same way that obviously I used with the compressed file before debuggin the program but didn't work due to this 0x02 byte.

in short:
comtype_scan2.bat comtype_scan2.bms raw_compressed_file.dat output_folder uncompressed_size

where:
- raw_compressed_file.dat is the compressed file without the first byte
- uncompressed_size is the SIZE field that we find in the informations about the file.

then it's enough to enter in the output_folder and finding all the files that have the same size of the uncompressed_size value.
open them with a hex editor and you will notice that our file is 67.dmp which is lzf (it's enough to look at that number in quickbms.c)

really easy :)

the reference thread about this method and the links to the files is viewtopic.php?p=37412#p37412

hope it helps and moreover will save your time in future.
note that comtype_scan2.bat has a runtime help so it's really a joke to use it and it's not needed to "remember" how to use it.

[PC] Star Wars: The Clone Wars - Republic Heroes *.rkv

Posted: Sun Oct 03, 2010 5:24 am
by Acewell
Zerovisibilite wrote:The model files i would like to break are in the common file. if anyone can take a look at it and see what you can do, i would appreciate it.
psych0fred wrote:I see the PNG.raw files can be renamed and work, so that's a good sign. Still have not had luck with the PC or the PSP models though.
chrrox figured out Blade Kitten's mdg files which should be nearly the same as the ones extracted from Republic Heroes. I tried his max script on the RH mdg files but it didn't work or maybe the script doesn't work with 3ds Max 9 i don't know.

Here's a bit of info on Krome Studio's mdg file structure, it is for another game of theirs but it should still be useful:
http://ps23dformat.wikispaces.com/Legen ... yro+Series

NullARC created a thread about SWRH mdg files also:
viewtopic.php?f=16&t=5430

I uploaded SWRH *.mdg & *.mdl samples for examination here:
*Samples provided upon request*