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Search found 599 matches

by WRS
Fri Jun 14, 2019 9:07 pm
Forum: Code Talk
Topic: Help With Extracting Grabbed by the Ghoulies Assets
Replies: 2
Views: 247

Re: Help With Extracting Grabbed by the Ghoulies Assets

yeah, shout if you're still interested in this i have a bunch of code just sitting on my pc which would be a good head start for anyone enum class ResourceType : u32 { // aid_objparams are read from "aid_objparams/blah"? // aid_objparams_ghoulies_fx_fadeout // aid_objparams_ghoulies_actor_cameron //...
by WRS
Fri Jun 14, 2019 8:59 pm
Forum: Code Talk
Topic: Help With Extracting Grabbed by the Ghoulies Assets
Replies: 2
Views: 247

Re: Help With Extracting Grabbed by the Ghoulies Assets

i have a done a bit of work on this game :D i have resolved few hashes in this gist: https://gist.github.com/x1nixmzeng/1195c80d2c551fae5b7d the blender scripts are in this thread : https://forum.xentax.com/viewtopic.php?f=16&t=12463 it parses the bnls files in the blender scripts - have a look here...
by WRS
Thu Jun 13, 2019 11:15 pm
Forum: Game Localization
Topic: Cathy's Crafts
Replies: 1
Views: 131

Re: Cathy's Crafts

did you solve this? the format is very simple

Code: Select all

4 bytes - "bcol" (reverse of "locb" - "localisation binary")

then key-values are:

4 bytes - key name size
wchar_t * size - key name
4 bytes - text size
wchar_t * size - text
by WRS
Thu Jun 13, 2019 11:10 pm
Forum: Game Localization
Topic: Peria Chronicles
Replies: 1
Views: 85

Re: Peria Chronicles

Your samples are not language files. They look like lookup tables for resources, but these are not texts
by WRS
Thu Jun 13, 2019 11:07 pm
Forum: Game Localization
Topic: The Order: 1886
Replies: 1
Views: 70

Re: The Order: 1886

The characters you highlighted in red/blue don't look like plaintext

How close are they to the end of the file?
Have you tried checking which bytes in that filehash are actually needed? It could be a timestamp or checksum that the game ignores
by WRS
Mon Feb 04, 2019 10:50 pm
Forum: Game Localization
Topic: Bugs Bunny Lost in Time psx (BZZ File)
Replies: 3
Views: 335

Re: Bugs Bunny Lost in Time psx (BZZ File)

no idea what this is compressed with. the sample can be read like so though uint ver; uint count; struct c { uint chunk; uint datalen; uint padlen; }; c cs[count]; FSeek(0x800); local uint i; for(i=0;i<count;++i) { struct { byte data[cs[i].datalen]; byte pad[cs[i].padlen-cs[i].datalen]; } block; } A...
by WRS
Mon Dec 18, 2017 8:13 pm
Forum: Game Localization
Topic: Tomb Rider 9 (2013) locals.bin
Replies: 5
Views: 1305

Re: Tomb Rider 9 (2013) locals.bin

keep pointerlist as 2 separate arrays - they are different things 8) the first is something you need to leave as-is - it indexes the second array the second is the string offsets you can change the values are either 0 (fallback to default language maybe?) or pointers into the strings. values of 0 sh...
by WRS
Fri Nov 24, 2017 12:31 am
Forum: Audio file formats
Topic: Infinite Undiscovery strange codec or compression type
Replies: 5
Views: 675

Re: Infinite Undiscovery strange codec or compression type

Heisenberg1895 wrote:Would it be feasible to just extract the other one now and just swap all the SOND files over without further extraction?
as your end goal is just swapping them out, yeah that'd be the way to do it!

and how did you use my script? FSkip is a valid function!
by WRS
Wed Nov 22, 2017 10:21 pm
Forum: Audio file formats
Topic: Infinite Undiscovery strange codec or compression type
Replies: 5
Views: 675

Re: Infinite Undiscovery strange codec or compression type

15 min parsing attempt in 010 editor there are wav chunks in here but they seem to be separate files (with filenames). however they have a "stream" chunk which i don't know anything about //-------------------------------------- //--- 010 Editor v5.0 Binary Template //-------------------------------...
by WRS
Sat Nov 18, 2017 8:55 pm
Forum: Game Archive
Topic: CHRONICLES OF SEALING GODS binary font
Replies: 2
Views: 402

Re: CHRONICLES OF SEALING GODS binary font

dead simple format: // 010 binary template // WRS uint count; struct d { ushort glyph_code; ubyte w, h; ubyte data[(int)w*(int)h]; }; d data[count] <optimize=false>; // Ensure the whole file is parsed Assert(FTell() == FileSize()); script for quickbms - these will need converting to a bitmap and rei...
by WRS
Wed Nov 08, 2017 11:10 am
Forum: Game Archive
Topic: Unpack .xwb + filenames from .xsb
Replies: 1
Views: 419

Re: Unpack .xwb + filenames from .xsb

have you tried unxwb? that will recover filenames if it can (iirc):
http://aluigi.altervista.org/papers/unxwb.zip
by WRS
Mon Nov 06, 2017 1:13 am
Forum: Game Localization
Topic: How DDS fonts are modified
Replies: 2
Views: 601

Re: How DDS fonts are modified

the glyphs/characters will have other data to describe their position/size in that megatexture
by WRS
Sun Oct 29, 2017 1:34 pm
Forum: Game Localization
Topic: Don't make love
Replies: 2
Views: 502

Re: Don't make love

what engine was the game made in?

what data files do you have? .pak?
by WRS
Sat Oct 14, 2017 12:45 am
Forum: Game Localization
Topic: Baldur's Gate II EE - dialog.tlk unpack/repack
Replies: 2
Views: 612

Re: Baldur's Gate II EE - dialog.tlk unpack/repack

dead simple format //-------------------------------------- //--- 010 Editor v5.0 Binary Template // // File: dialog.tlk // Author: wrs // Revision: 1 // Purpose: parse dialog.tlk //-------------------------------------- byte fluff[10]; // magic "TLK V1 \0\0" uint num; uint offset; // absolute struc...
by WRS
Thu Oct 12, 2017 10:36 pm
Forum: Code Talk
Topic: Relating source code to binary
Replies: 2
Views: 893

Re: Relating source code to binary

Hey, I've acquired the source code to an old PSX/PC game, and I'm currently working a level editor for the game. I'd like to be able to modify the .exe's binary data. (IE: Map registries, modify the information about texture id, theme id, etc). How can I calculate the hex position of values in a .e...