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Search found 602 matches

by WRS
Mon Dec 27, 2010 5:41 am
Forum: Compressed files and methods
Topic: quickbms zlib help
Replies: 4
Views: 3307

Re: quickbms zlib help

get REALSIZE asize # get filesize endian big # change endian comtype zlib # default type for clog function # infinite loop for get NEGONE long # -1 get FNAME string # filename # backtrace to find the extention savepos FNPOS math FNPOS -= 4 goto FNPOS getdstring EXT 4 get ZSIZE long # real size get ...
by WRS
Mon Dec 27, 2010 12:20 am
Forum: Compressed files and methods
Topic: quickbms zlib help
Replies: 4
Views: 3307

Re: quickbms zlib help

upload the file, or a cut of the file (check the stickied thread for help on this) translating what you said into a quick example: goto 0xbf05f get fname string endian big get size long get zsize long comtype zlib savepos pos clog fname pos zsize size finding the right filenames would take only a ti...
by WRS
Fri Dec 24, 2010 9:52 pm
Forum: Game Archive
Topic: Rift .pak files (Gamebryo)
Replies: 25
Views: 14701

Re: Rift .pak files (Gamebryo)

print "Warning: Input file does not store filenames!" get ONE long get FILESIZE long get PADDING long get HSIZE long math HEADERS = HSIZE math HEADERS /= 60 # size of this structure: for h = 1 to HEADERS getdstring UNKNOWN 20 # 5*4 get ZSIZE long get SIZE long get UNKNOWN long get POINTER...
by WRS
Thu Dec 23, 2010 9:52 pm
Forum: Game Archive
Topic: The Maw .hha files
Replies: 2
Views: 808

Re: The Maw .hha files

compressed with some algorithm i don't know. written just to test the quickbms array functions really :oops: # uses experimental dynamic array functions goto 8 get STRSIZE long get STRCOUNT long for i = 0 < STRCOUNT get STR string putarray 0 i STR next i get UNKNOWN long get UNKNOWN long for i = 0 <...
by WRS
Sun Dec 19, 2010 8:19 pm
Forum: Compressed files and methods
Topic: MX vs ATV Reflex BXML files
Replies: 23
Views: 16045

Re: MX vs ATV Reflex BXML files

my interest is in the format - which is almost complete - and i have no reason to continue working on this game at all - i don't own, play or care about it! as it happens, another thread on the .package files was started which uses the bxml format too, so i've been actively working on finishing the ...
by WRS
Sun Dec 19, 2010 2:24 am
Forum: Game Archive
Topic: MX vs ATV Reflex - PC
Replies: 12
Views: 8157

Re: MX vs ATV Reflex - PC

the bxml format that you are pushing away is quite important. the DATABASE, SCENE and LEVEL files all use the BXML format. my tool does break when you run it, but only because unsigned integers were not inthe samples i had before. once they're implemented, the SX_Kingston.dx9.database xml is basical...
by WRS
Sat Dec 18, 2010 11:07 pm
Forum: Game Archive
Topic: MX vs ATV Reflex - PC
Replies: 12
Views: 8157

Re: MX vs ATV Reflex - PC

i've written a tool to convert bxml to xml: http://forum.xentax.com/download/file.php?id=3676 There are 2 main groups of files for this game. It appears that the xml/bxml files have to do with things such as physics, controls, etc which I would classify as the "engine" of the game. I am m...
by WRS
Sat Dec 18, 2010 5:31 pm
Forum: Game Archive
Topic: MX vs ATV Reflex - PC
Replies: 12
Views: 8157

Re: MX vs ATV Reflex - PC

there is an already thread in the compression sectoin: http://forum.xentax.com/viewtopic.php?f=21&t=5479 i've written a tool to convert bxml to xml: http://forum.xentax.com/download/file.php?id=3676 i also posted the rough format spec in plaintext earlier inthe thread if anyones interested. i st...
by WRS
Sun Dec 12, 2010 10:02 pm
Forum: Game Archive
Topic: aqua digger 3d dat file
Replies: 7
Views: 1786

Re: aqua digger 3d dat file

what from adp files? I would like to convert on wav the point is that I want to listen to music not only in the game but also outside the game long this I know what it is that 4 bytes interesting whether mi write back i was just trying to explain what i thought you were asking. translated english i...
by WRS
Sat Dec 11, 2010 10:37 pm
Forum: Game Archive
Topic: aqua digger 3d dat file
Replies: 7
Views: 1786

Re: aqua digger 3d dat file

thanks the script works i have such question what it are for commands: get UNKNOWN long, get DPOINT long, get FCOUNT long etc? these commands was not in instruction to quickbms I did not know that files location there is after names files I hope you write back to mi one more thing: what from theme ...
by WRS
Fri Dec 10, 2010 8:43 pm
Forum: Compressed files and methods
Topic: Help with decompressing extracted FUEL asset files
Replies: 1
Views: 1093

Re: Help with decompressing extracted FUEL asset files

haven't checked the dpc script, but the bin format has data blocks. they can be parsed like so, but i haven't looked into anything else yet # file1.bin get FSIZE asize for get SIZE long # + 28 to get real structure size get UN1 long # size of header (inside data) ?? get UN2 long # size of uncompress...
by WRS
Fri Dec 10, 2010 6:50 pm
Forum: Game Archive
Topic: aqua digger 3d dat file
Replies: 7
Views: 1786

Re: aqua digger 3d dat file

idstring "GaveOverGames' Resource File\x0\x0" get UNKNOWN long # not sure get DPOINT long # pointer to start of structures get FCOUNT long # file count goto DPOINT for i = 1 to FCOUNT get FNPOINT long # filename pointer get UNKNOWN long # ?? get NFPOINT long # pointer to end of data / nex...
by WRS
Thu Dec 09, 2010 4:29 am
Forum: Compressed files and methods
Topic: MX vs ATV Reflex BXML files
Replies: 23
Views: 16045

Re: MX vs ATV Reflex BXML files

I've tested the BXML to XML converter and it works great except with the larger files. thanks for the samples. the attribute indexes have different types, and anything not a string uses the pool too - i'm not sure why i didn't see that before! anyway, just look out for nodes which have both childre...
by WRS
Wed Dec 08, 2010 11:34 pm
Forum: Game Archive
Topic: Anyone have the specs on this touhou game archive format?
Replies: 1
Views: 766

Re: Anyone have the specs on this touhou game archive format

a quick search led me to find that the japanese author of "brightmoon" released his sourcecode: http://ty5095.egloos.com/m/519366

your version is more recent, but kanako.cpp can read it.
by WRS
Wed Dec 08, 2010 9:30 pm
Forum: Compressed files and methods
Topic: The Force Unleashed II PS3 - *.arc (zlib)
Replies: 10
Views: 3523

Re: The Force Unleashed II PS3 - *.arc (zlib)

took a look at the format. as there don't appear to be any zsize properties, you can just use the next pointer reference, or the filesize. i wrote a little script, getting distracted with the index skip stuff, but the barebones are here: comtype zlib endian big idstring "PSAR" get VER shor...