Search found 594 matches

by WRS
Mon Feb 04, 2019 10:50 pm
Forum: Game Localization
Topic: Bugs Bunny Lost in Time psx (BZZ File)
Replies: 3
Views: 275

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: 1281

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: 642

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: 642

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: 389

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: 401

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: 579

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: 485

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: 558

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: 860

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...
by WRS
Sat Sep 30, 2017 3:06 pm
Forum: Game Archive
Topic: Unreadable Wizard101 XML files?
Replies: 2
Views: 385

Re: Unreadable Wizard101 XML files?

this thread is a dupe of viewtopic.php?f=13&t=17087 where i just posted!
by WRS
Sat Sep 30, 2017 2:33 pm
Forum: Code Talk
Topic: Unreadable Game Data XMLs
Replies: 7
Views: 1189

Re: Unreadable Game Data XMLs

Here, I've written a script which can parse all files. Not sure how to reconstruct them to xml yet! Check back later // binary template for 010 editor. save as FILENAME.bt // wrs ///////////////////////////////// typedef uint uint_p2 <read=ReadUIntP2>; uint unpackLen(uint len) { // len is is bits (x...
by WRS
Sat Sep 30, 2017 1:45 pm
Forum: Code Talk
Topic: Unreadable Game Data XMLs
Replies: 7
Views: 1189

Re: Unreadable Game Data XMLs

What tools did you use to unpack the 'WAD's? I'm thinking there may be other tools like XML converting for this engine? Some of these other files like NIF are graphics files which would need converting to read..

Otherwise we can look at examining it
by WRS
Sat Sep 30, 2017 10:23 am
Forum: Code Talk
Topic: Unreadable Game Data XMLs
Replies: 7
Views: 1189

Re: Unreadable Game Data XMLs

These are "binary" xml files - xml files packed into data.

Interestingly portals.xml is actual xml :mrgreen:
by WRS
Sat Sep 09, 2017 10:18 pm
Forum: Game specific tools
Topic: Heavy Rain Tool
Replies: 41
Views: 7555

Re: Heavy Rain Tool

Awesome keep it up!