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by WRS
Sat Aug 14, 2010 12:32 am
Forum: Game Archive
Topic: Mafia II SDS files?
Replies: 158
Views: 72948

Re: Mafia II SDS files?

updated my script. adding some comments before i upload
by WRS
Fri Aug 13, 2010 2:40 am
Forum: Game Archive
Topic: Mafia II SDS files?
Replies: 158
Views: 72948

Re: Mafia II SDS files?

i only had 2 files to write my script from. cut me some slack.

Ekey wrote:Error: Not enough space - wtf 795gb free :eek:
memory doesn't refer to hard disk space


can you upload the ones you tried it with?
by WRS
Thu Aug 12, 2010 10:43 pm
Forum: Game Archive
Topic: Mafia II SDS files?
Replies: 158
Views: 72948

Re: Mafia II SDS files?

thanks!

here's my final version. the filenames are in the xml - so this needs to be written up in another programming language - but it can decompress the chunks and split all the listed files ;)

leave a message or pm me if you have any problems.
by WRS
Thu Aug 12, 2010 7:56 pm
Forum: Game Archive
Topic: Mafia II SDS files?
Replies: 158
Views: 72948

Re: Mafia II SDS files?

well i'm almost done.

i've attached DEMO_end4.dds from demo_end4.sds (had to scale down so i could upload it).
by WRS
Thu Aug 12, 2010 6:04 pm
Forum: Game Archive
Topic: Mafia II SDS files?
Replies: 158
Views: 72948

Re: Mafia II SDS files?

spent a little bit of time reversing some of the headers. the plaintext xml is for the engine to allocate memory (see the first header). zlib data looks chunked. haven't yet bothered splitting up the files. edit: haven't read the latest post - will download these new attachments now! # -- WRS # xent...
by WRS
Mon Aug 09, 2010 9:28 pm
Forum: Game Archive
Topic: [PS2] The Sweet Dreams Game COMMON.USA
Replies: 3
Views: 1512

Re: [PS2] The Sweet Dreams Game COMMON.USA

part 2 ;) i got the feeling this file wasn't meant to be split (as in, parsed as one). if you find anything that can view these files, post a link to it for us. # -- WRS # xentax.com # .usa BMS script # -- header (56 bytes) idstring "RKET" goto 0x10 get pEKO_FILES long goto 0x20 get cVAG l...
by WRS
Mon Aug 09, 2010 7:24 pm
Forum: Game Archive
Topic: [PS2] The Sweet Dreams Game COMMON.USA
Replies: 3
Views: 1512

Re: [PS2] The Sweet Dreams Game COMMON.USA

mat/tex extractor from the mat file provided. not sure the extracted files are complete though (may need the signatures added back) # -- WRS # xentax.com # .mat BMS script get FSIZE asize for getdstring rTYPE 4 get rSIZE long savepos POS set STMP string POS if rTYPE == "MATF" then # this j...
by WRS
Wed Aug 04, 2010 10:16 pm
Forum: Game Archive
Topic: Help on *.rdp File with ELF header
Replies: 4
Views: 1750

Re: Help on *.rdp File with ELF header

He's saying the cut you posted is missing the lookup table, so things can't be extracted from it until that file is uploaded too - so what other files did you manage to rip (other than package.rdp)?
by WRS
Wed Aug 04, 2010 10:07 pm
Forum: Game Archive
Topic: [Wii] Arc Rise Fantasia - vol-File (RTDP)
Replies: 6
Views: 2702

Re: [Wii] Arc Rise Fantasia - vol-File (RTDP)

The data is aligned to 16-byte blocks, which means data is padded to a multiple of 16. The VOL header is only 20 bytes long, but padded to 32 bytes. In the BMS script, I read the header like this: idstring "RTDP" # The identifier (quickBMS will close if the first 4 bytes aren't "RTDF&...
by WRS
Wed Aug 04, 2010 12:31 pm
Forum: Game Archive
Topic: [Wii] Arc Rise Fantasia - vol-File (RTDP)
Replies: 6
Views: 2702

Re: [Wii] Arc Rise Fantasia - vol-File (RTDP)

i could make an bms script for this but its simple just xor everything after the first offset that is given with 0x55 then the rest should become clear. if you still need help let me know but this is simple format once you know that. Useful info - but silly comment. Just modify the script I posted....
by WRS
Tue Aug 03, 2010 11:47 pm
Forum: Game Archive
Topic: [Wii] Arc Rise Fantasia - vol-File (RTDP)
Replies: 6
Views: 2702

Re: [Wii] Arc Rise Fantasia - vol-File (RTDP)

I approached it differently, but I'm clueless about any compression methods. See what you make of it. # -- WRS # xentax.com # .vol BMS script idstring "RTDP" endian big get EOH long get FILES long get THISSIZE long goto 0x20 for i = 1 to FILES getdstring FILENAME 32 get FILESIZE long get F...
by WRS
Sun Jun 13, 2010 12:19 am
Forum: Game Archive
Topic: Oneechanbara vorteX (CAT&BIN Info)
Replies: 3
Views: 2717

Oneechanbara vorteX (CAT&BIN Info)

in response to a pm. # -- WRS # xentax.com # .cat BMS script (Oneechanbara vorteX) endian big for i = 0 get FPOINTER long if FPOINTER == -1 cleanexit endif get FSIZE long log "" FPOINTER FSIZE next # -- WRS # xentax.com # .bin BMS script (Oneechanbara vorteX) endian big get FILES long for ...
by WRS
Thu Apr 29, 2010 4:27 pm
Forum: Game Archive
Topic: Island - The Lost Medallion - Archive(s)
Replies: 11
Views: 2409

Re: Island - The Lost Medallion - Archive(s)

@aluigi: i'm curious how you guessed the xor key - i can only guess the developers have made other games using it too?
by WRS
Mon Apr 26, 2010 8:18 pm
Forum: Game Archive
Topic: Lemony Snicket's Series of Unfortunate Events .res files
Replies: 2
Views: 1167

Re: Lemony Snicket's Series of Unfortunate Events .res files

okay, so i was a little optimistic with that last edit - i can't finish this. the pointers are all over the place, and there are nice filename tables. here's the bulk of it: (the 4 segments are aligned in 4096-byte blocks - hence your "motherload of zeroes" : HEADER (see below) SEGMENT 1 (...
by WRS
Fri Apr 16, 2010 6:12 pm
Forum: Compressed files and methods
Topic: Reverse Engineering Crypto++ Calls
Replies: 2
Views: 1849

Re: Reverse Engineering Crypto++ Calls

the result is totally unrecognizable. im expecting a zlib compression on the xml format, not the obfuscation from the zip container --- wish i had some idea how to continue. here are some thoughts. using http://www.cryptopp.com/docs/ref/cryptlib_8cpp-source.html Algorithm::Algorithm(bool checkSelfTe...