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Re: [Request] Guild Wars 2 DAT

Posted: Fri Jul 20, 2012 12:21 am
by ral
Reference between ABNK and strs files:
I used some old files to test it and I didn't test it with too many files because I'm too tired right now so if you find mistakes, correct me ;)

Image
Top left XML = strs file
Lower left XML = ABNK file
Right top = txtm file
Hex Editor = txtv

So in txtv files you have the reference between textId and voiceId. (See IcyExplorer in Screenshot. 4 bytes textId, 4 bytes voiceId)
All ABNK files contain voiceIds; for every "audio part" 1 ID.
For textIds I just quote Rhoot:
Rhoot wrote:The txtm just contains a list of strs files in order, for each language. It also contains the amount of strings that are available in each strs file (which is 1024, but if it changes, the txtm file will contain the change). The first file listed in the txtm file contains strings 0-1023, the second contains 1024-2047, etc.
Then you just gotta calculate where it is.

Re: [Request] Guild Wars 2 DAT

Posted: Sun Jul 22, 2012 5:09 pm
by Gordon21
Thank you for these infos.

Did someone find what means flag 1 in an image (PIMG file). It always gives the same negative fileId.
Example : (file=96106)

Code: Select all

<image>
	<x>24</x>
	<y>50</y>
	<flags>1</flags>
	<layer>0</layer>
	<file>-16711935</file>
	<solidColor>0/0/0/0</solidColor>
</image>
Also, many of you are talking about "DEPS" files but i can't find any with the browser, where did you find them? Can someone send me one?

Re: [Request] Guild Wars 2 DAT

Posted: Sun Jul 22, 2012 8:03 pm
by STIGMATED
Does anybody want to take part in the development of emulator of Guild Wars 2? Write me on ICQ 154137.

Re: [Request] Guild Wars 2 DAT

Posted: Thu Jul 26, 2012 10:29 pm
by Rhoot
Gordon21 wrote:Also, many of you are talking about "DEPS" files but i can't find any with the browser, where did you find them? Can someone send me one?
It got removed quite early, BWE1 I believe.

Re: [Request] Guild Wars 2 DAT

Posted: Thu Jul 26, 2012 10:39 pm
by Gordon21
So the only files left are "unknown" ones (mostly garbage from deleted files?), bxm2 files (I can't find any) and cntc "data" byte arrays, right?

Do you know why strings in cntc files dont represent actual strings?

Re: [Request] Guild Wars 2 DAT

Posted: Fri Jul 27, 2012 11:16 am
by Loumie
Did someone find what means flag 1 in an image (PIMG file). It always gives the same negative fileId.
Don't take my words for granted but, to me, it seems obvious, looking at fileId and solidColor, that the flag should tell you if this "page" is a solidColor or a standalone texture found in fileId X.

And just a quick guess, with a fileReference of 0x0000 / 0x0000 / 0x0000 the file Id computed would be:
0xFF00 * (-0x100) + (-0x100) + 1 pretty sure this is what you see.
So the only files left are "unknown" ones (mostly garbage from deleted files?), bxm2 files (I can't find any) and cntc "data" byte arrays, right?
Last I checked, some of the "unknown" ones (maybe all, didn't check) were referred in the AFNT file, so most likely Fonts.

Re: [Request] Guild Wars 2 DAT

Posted: Fri Jul 27, 2012 12:35 pm
by Gordon21
Loumie wrote:Don't take my words for granted but, to me, it seems obvious, looking at fileId and solidColor, that the flag should tell you if this "page" is a solidColor or a standalone texture found in fileId X.
I did some test and it seems it indicates "deleted page, just step over".
Loumie wrote:And just a quick guess, with a fileReference of 0x0000 / 0x0000 / 0x0000 the file Id computed would be:
0xFF00 * (-0x100) + (-0x100) + 1 pretty sure this is what you see.
You're right I did the calculation it's just fileref 0.
Loumie wrote:Last I checked, some of the "unknown" ones (maybe all, didn't check) were referred in the AFNT file, so most likely Fonts.
I'll sort the files then.

Re: [Request] Guild Wars 2 DAT

Posted: Sat Jul 28, 2012 2:41 pm
by Rhoot
Gordon21 wrote:Do you know why strings in cntc files dont represent actual strings?
They're hashed and encrypted.

Re: [Request] Guild Wars 2 DAT

Posted: Sat Jul 28, 2012 2:51 pm
by gott
Being late to the party, does the gw2.dat consist of calculations pertaining to in-game mechanics? ie, weapon/spell damage?

Re: [Request] Guild Wars 2 DAT

Posted: Sat Jul 28, 2012 8:34 pm
by Gordon21
Rhoot wrote:
Gordon21 wrote:Do you know why strings in cntc files dont represent actual strings?
They're hashed and encrypted.
I'm a bit new to this so I can't understand how it is possible. You can't reverse hashing right?

According to the exe, they're using :
  • Aes
  • Cbc
  • Hmac
  • Rc4
  • Sha
  • Sha256
So RC4 then something else I didn't have time to find today will look a bit more tomorrow.

Re: [Request] Guild Wars 2 DAT

Posted: Sat Jul 28, 2012 9:56 pm
by gott
Gordon21 wrote:
Rhoot wrote:
Gordon21 wrote:Do you know why strings in cntc files dont represent actual strings?
They're hashed and encrypted.
I'm a bit new to this so I can't understand how it is possible. You can't reverse hashing right?

According to the exe, they're using :
  • Aes
  • Cbc
  • Hmac
  • Rc4
  • Sha
  • Sha256
So RC4 then something else I didn't have time to find today will look a bit more tomorrow.
You can decrypt the strings if you have the crypto key and the encryption method used.

Re: [Request] Guild Wars 2 DAT

Posted: Sun Jul 29, 2012 2:48 pm
by Rhoot
Gordon21 wrote:I'm a bit new to this so I can't understand how it is possible. You can't reverse hashing right?
That's correct, but you don't really have to as the occurrence of the string is hashed in all places already. Thus the exe never has to do the hashing.

Edit: That is, the strings you're mentioning are only used for lookup. Any strings used in the game are in the strs files.
gott wrote:You can decrypt the strings if you have the crypto key and the encryption method used.
If you do, you're left with a hashed string. It's a bit easier to handle, but still unreadable.

Re: [Request] Guild Wars 2 DAT

Posted: Tue Jul 31, 2012 9:48 am
by cyrakuse
How is it possible to get the list of items from gw2.dat ?

Re: [Request] Guild Wars 2 DAT

Posted: Wed Aug 01, 2012 5:53 pm
by b00mb0
First post here ;)

I really don't know if this is ok to post this here. If not, please ignore ;)
I'm currently looking for a way to automate the construction of the ingame map (as to create a png file out of every map tiles). Right now, i'm using gw2Browser to extract map tiles, to after stich them manually in photoshop .... i know..
I was wondering if a kind soul can help with with this request.

Thanks to everyone and again, pls accept my appologies if this is not the right place to post something like this.

Re: [Request] Guild Wars 2 DAT

Posted: Fri Aug 03, 2012 7:03 am
by polarbearsrawr
b00mb0 wrote:First post here ;)

I'm currently looking for a way to automate the construction of the ingame map (as to create a png file out of every map tiles). Right now, i'm using gw2Browser to extract map tiles, to after stich them manually in photoshop .... i know..
I've been working on this exact thing,(mostly by hand) and I'll just warn that it requires several hundred GB of swap space for Photoshop for the highest resolution map :) The final BMP type save file should be just under 2GB or so, with dimensions currently at 27648 x 25600.