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PostPosted: Tue Mar 07, 2006 10:30 am 
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@MedsL I run your script but error is:
Traceback (most recent call last):
File "D:\Programs\Maplesea\tobmp.py", line 26, in ?
f2.write(struct.pack("RGB", bfSize))
struct.error: bad char in struct format

Which tools you used to convert this raw image?


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PostPosted: Tue Mar 07, 2006 10:42 am 
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Nothing to convert efficiently yet. Trying to figure out how to. You got any leads?


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PostPosted: Thu Mar 09, 2006 4:35 pm 
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dunno if you work with a retail version,can't find a cr*cked version for this game :(

all links appreciated..

but maybe you may look inside the unpacked .exe to see how it access and unpack all the data.wz.

found a python access dll...

hxxp://starship.python.net/crew/theller/ctypes/

may help..not..well cheers.


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PostPosted: Wed Apr 26, 2006 8:42 am 
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Hi there, anyone have news with this format?
Meds, are you done?
Help me pls.... :cry:


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 Post subject: Hi there
PostPosted: Wed Apr 26, 2006 8:42 am 
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Hi there, anyone have news with this format?
Meds, are you done?
Help me pls.... :cry:


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PostPosted: Mon May 01, 2006 8:32 pm 
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Here's some info that may help you guys out in solving the problems.

The images when extracted from the data.wz are 32 bit png files.

Here's the rest of one of the image's info (Dont think most, if any of the rest of the stuff is useful to you though)

Image

Good luck.


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PostPosted: Fri May 05, 2006 3:46 pm 
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But they have no magic byte, how do you extracted this?


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PostPosted: Tue May 09, 2006 9:58 pm 
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I think you're reffering to file size when you say "magic bytes", right?

Anyways, I think this is actually a better idea then just showing you a limited screenshot of a few of the parameters of the actual image. Attached here is one of the images from the data.wz, so you can look at whatever you want with it, and try to figure out a good solution to the extraction puzzle.


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PostPosted: Tue May 09, 2006 11:26 pm 
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What the hell? Are you working for Rick? Why are you posting his extraction, because that png has a tExt chunk with his site address. If you are, tell him that 'the sprites weren't as complicated than I thought'.


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PostPosted: Wed May 10, 2006 3:59 am 
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@Meds: help me, I want that program to extract this image, where is image size?


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PostPosted: Thu May 11, 2006 8:47 pm 
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Rick was helping me with getting images for a project I'm currently working on. He's been AWOL for months, and I'm in desperate need of images right now... so I did this as a last resort, hoping that maybe a solution could be found, so that I could both continue at full speed with the project, and also stop having to bother him with getting me images, since I know he's been really busy with his site.

I really didnt want to do this, because its quite obvious that if wizet encrypted the data.wz well like that, they didnt want the images and stuff getting out to the public... but I wasnt quite sure what to do


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PostPosted: Sun Jun 04, 2006 3:33 am 
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valvwen wrote:
I've been lookin' through Data.wz a bit...and Nova Extractor finds the mp3s cause they're all uncompressed in the archive.

I did manage to find alot of image data...there are alot of zlib compressed blocks in the archive...but they all have invalid block lengths. I figure they did this on purpose, because each block is preceded by four bytes which are the extact size of the compressed zlib block, and then a 0 byte.

For instance, at offset 225940914 in Data.wz there is a zlib compressed block...the 5 bytes before it contain the size, 5928 bytes and that 0 byte. When I extracted that block (and stopped before zlib reported an invalid stored block length error) I found out it contained 16 bit image data. I'm just not exactly sure what format it is in. By messing around with it a bit I managed to fit it into a 258 by 172 pixel bitmap of a golem from the game, but the colors are all wrong. I also found the values 258 and 172 just before the zlib block, but I can't seem to find any sort of regular pattern between all the zlib blocks. When I extract some of the images, they end up all distorted...so I'm wondering if they may have split some of the images into many zlib blocks.

Anyway, hope some of this info is useful...and I'd be interested if anyone has any ideas on what format the image data might be in...I know it's 16 bit...at least for some of the images...but I don't know if it's truecolor or palette or what...if it is palette, I'm not sure where the palette is :p


I don't understand what '5 bytes before' means. Can I have a detailed explaination?


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PostPosted: Fri Jun 09, 2006 9:28 pm 
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well i guess meds got what he wanted and decided to dust the tracks for anyone else who wanted to follow. wasn't that nice of him? especially when he decided to insult rick.

anyway, i will have some time to examine the .wz file in around a month if i find anything useful i'll post it here.


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PostPosted: Wed Jun 21, 2006 5:14 am 
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Well, since someone pointed me out to this thread, I guess I'll reply.

The reason why I choose not to help people get into Data.wz is clear -- it would eventually lead people to understanding how MapleStory handles data, which would eventually allow people to make easy cheats.

The file information within Data.wz is heavily encrypted, both Data.wz and the files inside Data.wz share the encryption system, which makes understanding this format even harder -- I wish you all who are attempting good luck in your attempts.


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PostPosted: Fri Jul 14, 2006 1:10 pm 
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Quote:
...


Last edited by sjxsoft on Tue Sep 26, 2006 6:39 am, edited 1 time in total.

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