Offtopic: Into Commodore 64 (6502) coding, pixeling or music?
Xentax is looking for new members for the C64 activities!
Just drop us a message at forum@xentax.com and join the Scene Team!

Forum rules: Click here

Search found 22 matches

by GimmyBreaker
Sun Jun 21, 2015 6:23 am
Forum: Game Archive
Topic: Ryse Son of Rome .pak Archive ( CryEngine (4th generation) )
Replies: 16
Views: 8784

Re: Ryse Son of Rome .pak Archive ( CryEngine (4th generatio

Gora wrote:Crysis 3 tool is working but the xml files not readed. Please anyone make the ryse xml converter to txt or another read fileformats. Thanks :D
It's not real XML format. Open in HEX editor.
by GimmyBreaker
Fri Mar 14, 2014 12:19 pm
Forum: Game Archive
Topic: Strider (.PAK ) [Xbox360]
Replies: 15
Views: 3825

Re: Strider (.PAK ) [Xbox360]

@TimonS - if you decompress GLOBAL.PAK, you will have text, just open in hex editor. I'm working on PC version, beginning of text file is looking like ?strings table?, English file \xF304 - 1267, the same number of string entries, there is even offset to beginning of strings. I will probably need so...
by GimmyBreaker
Wed Jan 15, 2014 12:49 am
Forum: Game Archive
Topic: Battlefield 4 .SB File
Replies: 4
Views: 1576

Re: Battlefield 4 .SB File

Don't seem encrypted, some compression algorithm.
by GimmyBreaker
Wed Jan 15, 2014 12:38 am
Forum: Game Archive
Topic: Call of Duty - Ghost - PC - *.pak/*.ff
Replies: 26
Views: 12512

Re: Call of Duty - Ghost - PC - *.pak/*.ff

cra0 --> have you found the text pls? Here is an asset dump https://dl.dropboxusercontent.com/u/15953784/ghosts_assetname_dump.txt tell me if something interests you ill look into it Hmm might *.csv files could be interesting, but hard to say where text is. Sorry, didn't know that it's hard to say ...
by GimmyBreaker
Fri Dec 20, 2013 4:48 pm
Forum: Game Localization
Topic: Telltale and Gametap - extract to translate
Replies: 617
Views: 151989

Re: Telltale and Gametap - extract to translate

Fonts from The Walking Dead Season 2: CheapSignage.font - menu, only A-Z, a-z, 0-9 and some chars, original name (CheapSignage_800) Univers_BoldExtened.font - Copyrights, "Previous menu etc.", Intro and main text; a lot of other chars for other countries. Univers_Bold.font - choices; Save notes (abo...
by GimmyBreaker
Thu Dec 19, 2013 3:27 pm
Forum: Game Localization
Topic: Telltale and Gametap - extract to translate
Replies: 617
Views: 151989

Re: Telltale and Gametap - extract to translate

Eh, If you want it so much, here: https://www.dropbox.com/sh/rf0v3t5lk5ahxmg/yOHkYFEU-D New eof string! \x48\x00\x00\x00\x14\x00\x00\x00\x08\x00\x00\x00\x00\x00\x00\x00\x08\x00\x00\x00\x00\x00\x00\x00\x02\x00\x00\x00\xAB and \x40\x00\x00\x00\x14\x00\x00\x00\x08\x00\x00\x00\x00\x00\x00\x00\x08\x00\x0...
by GimmyBreaker
Fri Nov 15, 2013 12:26 pm
Forum: Game Localization
Topic: QBMS script for BatmanAA .SoundNodeWav and .upk?
Replies: 28
Views: 8640

Re: QBMS script for BatmanAA .SoundNodeWav and .upk?

What? Reposition all text? First, .SoundNodeWave files in Batman AA contains strings only in one language, second, SoundNodeWave contains sound. And why the hell montcer9012 will need to reposite all text? He will export strings in language he want, then import them to SoundNodeWave files he want. W...
by GimmyBreaker
Thu Nov 14, 2013 4:11 pm
Forum: Game Localization
Topic: QBMS script for BatmanAA .SoundNodeWav and .upk?
Replies: 28
Views: 8640

Re: QBMS script for BatmanAA .SoundNodeWav and .upk?

I don't even care about that, my dear friend @michalss. I've worked on Mass Effect Pinnacle Station and and working on Antichamber translation. I've prepared translated .upk files for Borderlands DLC translation, so, I know what I'm talking. I've even created exporter and importer for The Wolf Among...
by GimmyBreaker
Thu Nov 14, 2013 4:05 pm
Forum: Game Localization
Topic: QBMS script for BatmanAA .SoundNodeWav and .upk?
Replies: 28
Views: 8640

Re: QBMS script for BatmanAA .SoundNodeWav and .upk?

Yes, I have all new Batmans.
As I said for Batman Origins, use Gildor Decompressor and then use UPK Unpack from me, should work If they don't change lot in those files.
If not, well, we will see ;)
by GimmyBreaker
Thu Nov 14, 2013 3:52 pm
Forum: Game Localization
Topic: QBMS script for BatmanAA .SoundNodeWav and .upk?
Replies: 28
Views: 8640

Re: QBMS script for BatmanAA .SoundNodeWav and .upk?

Gildor unpacker doesn't work with UPK Repacker, because, It was created only to unpack, not for repack. I will look around BO files. But as I said before, If UPK Unpack can't decompress .upk files, then you must use Gildor Decompressor and use UPK Unpack on that decompressed file ;) The problem is, ...
by GimmyBreaker
Thu Nov 14, 2013 12:13 pm
Forum: Game Localization
Topic: QBMS script for BatmanAA .SoundNodeWav and .upk?
Replies: 28
Views: 8640

Re: QBMS script for BatmanAA .SoundNodeWav and .upk?

I was just curious and grabb this and test it, what this exactly does mate ?? It does not do anything just create folder and put some non usable log files in it.... Confused... Really?? Your Tools does not work correctly.... What is the compression use for PC ? On X360 is LZX of course?? It's unpac...
by GimmyBreaker
Thu Nov 14, 2013 11:40 am
Forum: Game Localization
Topic: QBMS script for BatmanAA .SoundNodeWav and .upk?
Replies: 28
Views: 8640

Re: QBMS script for BatmanAA .SoundNodeWav and .upk?

No, I said, that I will do this for you, for free only this time and script will be public. Wait few days. Unreal Engine is my cup of tea. I don't do research and tools for free for other countries only because I takes a lot of time :wink: I hate Python 3.x version, they've change so much... UPK Unp...
by GimmyBreaker
Thu Nov 14, 2013 3:23 am
Forum: Game Localization
Topic: QBMS script for BatmanAA .SoundNodeWav and .upk?
Replies: 28
Views: 8640

Re: QBMS script for BatmanAA .SoundNodeWav and .upk?

Yes, script work on offset 3xx. It's always depends on game. You have Python 3.x, delete all line with print or change to print("Working on: ",i). I'm working on 2.7.x Nevermind, I will do this for you only because I didn't have enough time to finish my importer and exporter for Grimm. Script will b...
by GimmyBreaker
Wed Nov 13, 2013 11:53 pm
Forum: Game Localization
Topic: Hex Editor
Replies: 6
Views: 1822

Re: Hex Editor

I wrote you in previous post, first four bytes will probably be a size pointer, you need to calculate new pointer. It's Little Endian, save changes, check new size of file, subtract 43, and write from right to left your result in file of course in hexadecimal. If there are no tools, you will probabl...
by GimmyBreaker
Wed Nov 13, 2013 8:54 pm
Forum: Game Localization
Topic: Hex Editor
Replies: 6
Views: 1822

Re: Hex Editor

What is a name of the game? I can see that strings are between (00) FF FF FF FF FF FF FF FF 54 75 72 74 6C 65 20 50 6F 77 65 72 (00). Probably size pointer first four bytes: 9C 99 26 00 will be 2529692 so difference is 43 from real size. What do you want exactly to do? Insert what and where? Replace...