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Search found 599 matches

by WRS
Wed Jan 25, 2017 12:10 am
Forum: Audio file formats
Topic: Pit People music archive (.pak)
Replies: 10
Views: 1969

Re: Pit People music archive (.pak)

if version flag is 3 (as your samples are), the structure is different. the file table/names are scrambled (maybe xor'ed with a value) using only 2 samples we can guess the xor key :) the format is identical to the v0 script above. so the xor key is dead simple to figure out (A^B = B^A) 73 65 63 6B ...
by WRS
Tue Jan 24, 2017 11:34 pm
Forum: Website
Topic: Enable https in the forum?
Replies: 9
Views: 3216

Re: Enable https in the forum?

firefox have just started doing this to :eek:

https://support.mozilla.org/en-US/kb/in ... ng-firefox

it makes sense. a secure connection scrambles the traffic, so even if login forms send out passwords in cleartext its just little bit more difficult to capture?
by WRS
Sun Jan 22, 2017 3:34 pm
Forum: Code Talk
Topic: Lineage revolution, encrypted csv files
Replies: 2
Views: 1139

Re: Lineage revolution, encrypted csv files

Was this game written in unreal engine 4 (for android)? edit have a look at libUE4.so - it does all the reading: Failed to read csv. [FilePath: VisualEffect.csv] %s, Failed to deserialize csv. [FilePath: VisualEffect.csv] %s, Failed to load csv. [FilePath: VisualEffect.csv] Scale Offset_X Offset_Y O...
by WRS
Sat Jan 21, 2017 2:13 am
Forum: Game Tech Tips
Topic: how to re-pack files together?
Replies: 1
Views: 988

Re: how to re-pack files together?

ekey says in that thread it isn't possible to repack... not sure what you expect
by WRS
Tue Nov 15, 2016 1:57 am
Forum: Game Archive
Topic: TrackMania Turbo (ManiaPlanet4) PAK
Replies: 4
Views: 1116

Re: TrackMania Turbo (ManiaPlanet4) PAK

it's not hard to search too!

from the header this is a NadeoPak r18

pretty sure 1.57 would suppor this: https://forum.maniaplanet.com/viewtopic ... 61&start=0

edit hmm tool tool reads the headers but shows no data?
by WRS
Tue Nov 15, 2016 1:48 am
Forum: Compressed files and methods
Topic: identify algorithm
Replies: 2
Views: 551

Re: identify algorithm

this isn't enough to go on can you dump the disaassembly with addresses? 8)

also, no idea why this tries shifting right with cl, when cl is 0!
by WRS
Sat Nov 05, 2016 12:32 am
Forum: Compressed files and methods
Topic: Unreal Engine replay files
Replies: 2
Views: 637

Re: Unreal Engine replay files

unreal networking is done by replicating properties.

unpicking replay data makes more sense with the game data - which game was this captured from?
by WRS
Mon Oct 31, 2016 11:08 pm
Forum: Game Localization
Topic: Forza Horizon 2 Xbox (.Str)
Replies: 3
Views: 915

Re: Forza Horizon 2 Xbox (.Str)

I had trouble with this script and the above file. I've never dealt with localization decoding. Is this to be used with QuickBMS? correct - it is a bms script for quickbms which describes the entire file format from the sample file. as a script it doesn't actually do anything though - quickbms isn'...
by WRS
Sun Oct 30, 2016 2:01 am
Forum: Game Localization
Topic: Forza Horizon 2 Xbox (.Str)
Replies: 3
Views: 915

Re: Forza Horizon 2 Xbox (.Str)

reallllllllllllllllllly lazy day - here you go: idstring "LSB2" get DUMMY long # 1 get DUMMY long # 2 endian big get DUMMY long # 36 (header size) get DUMMY long # 4 get DUMMY long # 36 (header size) get OFFSET_EOTEXT long get DUMMY long # 0 get OFFSET_EODATA long # --------------- 36 get OFFSET_UN ...
by WRS
Fri Oct 28, 2016 11:08 pm
Forum: Game Localization
Topic: Metal Wolf Chaos *.msg files
Replies: 3
Views: 824

Re: Metal Wolf Chaos *.msg files

Also turns out 1 (just 1... of course) file is slightly different, and the output is missing strings. Didn't go through it thoroughly, but I can see that at least "000702EF - GAME 2" is missing yeah this file is a problem. there are no flags to control how large the 'data info' structure should be....
by WRS
Fri Oct 28, 2016 12:33 am
Forum: Game Localization
Topic: Metal Wolf Chaos *.msg files
Replies: 3
Views: 824

Re: Metal Wolf Chaos *.msg files

edit - here is a better one to parse all files 8) struct head { uint strings; uint un_1; // 0 uint un_2; // 0 uint un_3; // 0 }; struct data { int id; uint offset; }; head hdr; local int num; local int i; local string str; num = (ReadUInt(FTell()+4)-16) / sizeof(data); data body[num]; for(i=0;i<num;...
by WRS
Sat Sep 10, 2016 8:25 pm
Forum: 3D/2D models
Topic: rare (xbox) - grabbed by the ghoulies, conker
Replies: 17
Views: 3029

Re: rare (xbox) - grabbed by the ghoulies, conker

why is the only model in the files the Cook? i'm trying to find Cooper's model but the only models i find is the Cook and some of the Sequence models, i can't find his files? any ideas, i am able to import them but was just looking for his specifically Cooper is in ghoulies_actor_player_boy.bnl . t...
by WRS
Tue Sep 06, 2016 11:18 pm
Forum: Game Localization
Topic: [Font] Tales of symphonia
Replies: 1
Views: 914

Re: [Font] Tales of symphonia

its a tilesheet. glyphs are square!

there are 16 glyphs per row.

768/16 = 48
1728/478 = 36

its a grid of 16x36 tiles @ 48x48 per glyph... no need for spacing data :?

edit

or is it :D i will check the data
Image
by WRS
Sun Aug 28, 2016 1:28 pm
Forum: Game Localization
Topic: Planet Coaster *.ovl FILES
Replies: 4
Views: 1699

Re: Planet Coaster *.ovl FILES

taken a quick look - the format is a bit wierd. theres a chunk of zlib "STATIC" data at the end which contains the actual text values. 5min version: char chunk[4]; uint pool[140/4]; byte str_data[pool[3]];; uint pool2[24]; struct { uint a, b, c; } dd[ pool2[17] ]<bgcolor=0xeeaa00>; char static[8]; u...