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 Post subject: Game Engines Filetypes Reverse Engineering
PostPosted: Thu Nov 09, 2017 9:36 pm 
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Since a while I am keen on trying to use game files somewhere outside of the game. While most of the formats are unique per game engine, for less popular or new games there is a necessity to write your own format parser. This can be very exhausting when working alone, especially for those who are not very familiar with format subject. It would be great if several people could collaborate on parsing particular file type. For this purpose I've create GitHub repository to gather information about different file format used by different games. There is not much info there yet, but I really do hope people will contribute.

Repository: https://github.com/lOlbas/Game-Engines-Filetypes-Reverse-Engineering

Please, refer to the README file for more information.

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 Post subject: Re: Game Engines Filetypes Reverse Engineering
PostPosted: Fri Nov 10, 2017 12:15 pm 
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Uh-oh, I don't think storing samples aswell is a great idea, they are copyrighted material.
IF your github gets bigger overtime, then having all those sample files from different games can be dangerous.
If you have script then why do you have samples?
When end user needs, then he will download only template/script, he don't need sample files since he already have extracted files, he needs.

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 Post subject: Re: Game Engines Filetypes Reverse Engineering
PostPosted: Fri Nov 10, 2017 12:34 pm 
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PredatorCZ wrote:
they are copyrighted material

Good point, haven't thought of that.

PredatorCZ wrote:
If you have script then why do you have samples?

Well... For templates and scripts development it might be good to be able to store samples somewhere just like scripts itself. Also, for those who are just curious to RE, they might not be aware of where to get those files. Another good point is to add a list of games which contain this or that file.



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