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- Mon Mar 14, 2016 4:23 pm
- Forum: Graphic file formats
- Topic: Firewatch fonts textures
- Replies: 3
- Views: 1050
Re: Firewatch fonts textures
just 8bit greyscale image
- Sat Jan 31, 2015 4:56 pm
- Forum: Game Archive
- Topic: Help with Raven's Cry - .WD/.IDX archives !
- Replies: 6
- Views: 2006
Re: Help with Raven's Cry - .WD/.IDX archives !
for wd log MEMORY_FILE 0 0 get dirname basename goto 0x24 get arcnamelen long getdstring arcname arcnamelen get dummy long get filetablezsize long savepos offset clog MEMORY_FILE offset filetablezsize 0x10000000 get files long MEMORY_FILE for i = 0 < files get filenamelen byte MEMORY_FILE getdstring...
- Mon Jan 26, 2015 10:56 am
- Forum: Game Archive
- Topic: Resident Evil HD REMASTER PC
- Replies: 21
- Views: 8227
Re: Resident Evil HD REMASTER PC
Width\Height store in 3 bytes in header 09-0B, 12 bit on each value. But also need use multiplier for this values to find out real texture size, in some case it's width*2, height*4, some width*4 height*2, other width*2 height*2, i don't know how proper figure out this multipliers
- Sun Aug 17, 2014 2:40 am
- Forum: Game Archive
- Topic: Guacamelee! Super Turbo Championship Edition (.dat) Xbox360
- Replies: 22
- Views: 5102
Re: Guacamelee! Super Turbo Championship Edition (.dat) Xbox
Found bug in program, updated.
http://rghost.ru/57509519
http://rghost.ru/57509519
- Thu Aug 14, 2014 9:16 pm
- Forum: Game Archive
- Topic: Guacamelee! Super Turbo Championship Edition (.dat) Xbox360
- Replies: 22
- Views: 5102
Re: Guacamelee! Super Turbo Championship Edition (.dat) Xbox
Try this - http://rghost.ru/57473539
Code: Select all
GuacToolPS360 -u arc_name
GuacToolPS360 -r arc_name
- Fri Jun 06, 2014 10:51 pm
- Forum: Game Archive
- Topic: Murdered Coalesced CRC (PS3/X360)
- Replies: 13
- Views: 6417
Re: Murdered Coalesced CRC (PS3/X360)
UE3 have SHA1 crc check in executable, try to change it, for example ps3 EBOOT.ELF

ps check for ps3, it's working

ps check for ps3, it's working
- Thu Jun 05, 2014 9:48 pm
- Forum: Game Localization
- Topic: SpongeBob SquarePants - Light Camera Pants (.SBT File)
- Replies: 7
- Views: 3230
Re: SpongeBob SquarePants - Light Camera Pants (.SBT File)
sorry for delaying, i'm forgot about it :) log MEMORY_FILE 0 0 get name basename put 0x00 short MEMORY_FILE get size asize set i = 0 for i savepos TMP getct str string 0x0D strlen str_size str goto TMP put str_size short MEMORY_FILE for j = 0 < str_size get data byte math data ^ 0x30 put data byte M...
- Mon Jun 02, 2014 8:08 am
- Forum: Game Localization
- Topic: SpongeBob SquarePants - Light Camera Pants (.SBT File)
- Replies: 7
- Views: 3230
Re: SpongeBob SquarePants - Light Camera Pants (.SBT File)
need to do script for pack, i do it some of these days
- Sun Jun 01, 2014 7:31 pm
- Forum: Game Localization
- Topic: SpongeBob SquarePants - Light Camera Pants (.SBT File)
- Replies: 7
- Views: 3230
Re: SpongeBob SquarePants - Light Camera Pants (.SBT File)
it's just xored with 0x30, for unpack you can use this quickbms script log MEMORY_FILE 0 0 get name basename get strings short for i = 0 < strings get str_size short for j = 0 < str_size get data byte math data ^ 0x30 put data byte MEMORY_FILE next j put 0x0a0d short MEMORY_FILE next i string name +...
- Sun Jun 01, 2014 5:43 pm
- Forum: Game Archive
- Topic: [Wolfenstein] .bimage conversion
- Replies: 12
- Views: 4870
Re: [Wolfenstein] .bimage conversion
Yes, it's simple format
0x3c - width
0x40 - height
0x44 - size in bytes
0x48 - raw data
0x3c - width
0x40 - height
0x44 - size in bytes
0x48 - raw data
- Sun May 25, 2014 12:41 am
- Forum: Code Talk
- Topic: Quickbms compression algo
- Replies: 8
- Views: 2673
Re: Quickbms compression algo
Seems like msf it's lzma without first five bytes
- Sat May 24, 2014 11:12 pm
- Forum: Game Localization
- Topic: Wolfenstein: The New Order (PC)
- Replies: 55
- Views: 24710
Re: Wolfenstein: The New Order (PC)
Thanks for useful infos but how about this file? \fonts\arial_black\64_df.dat. I don't fully research format, need test, but i don't have game. This is what i know about it: 0x0A - 2 bytes in BE number of glyphs from offset 0x0C start description of each glyph on font textures, each glyph described...
- Thu May 22, 2014 10:57 pm
- Forum: Game Localization
- Topic: Wolfenstein: The New Order (PC)
- Replies: 55
- Views: 24710
Re: Wolfenstein: The New Order (PC)
script for .resources open FDDE index 0 open FDDE resources 1 comtype unzip_dynamic endian big goto 0x24 get files long get unk long math TMP = files math TMP - 1 for i = 0 < files endian little get FNsize1 long getdstring FN1 FNsize1 get FNsize2 long getdstring FN2 FNsize2 get namesize long getdstr...
- Sat May 03, 2014 5:25 pm
- Forum: Game Archive
- Topic: Child of Light font files(.cdk)
- Replies: 3
- Views: 2214
Re: Child of Light font files(.cdk)
Can you add texture of this font?
- Tue Apr 29, 2014 8:32 am
- Forum: Game Archive
- Topic: Obscure .hvp packer
- Replies: 9
- Views: 3586
Re: Obscure .hvp packer
if extract all .hvp arc, then delete them, game will work with unpacked files