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- Fri Apr 09, 2010 7:45 pm
- Forum: Game Archive
- Topic: Stalin VS Martians PAK
- Replies: 8
- Views: 2131
Re: Stalin VS Martians PAK
all the formats are standard stuff. the xdb file is plaintext xml - you can open it with any text editor. the data is just config information for the game to load its assets with. i suggest downloading a copy of maya to view the 3d models with. any missing textures you can manually update with the d...
- Fri Apr 09, 2010 2:22 pm
- Forum: Game Archive
- Topic: Stalin VS Martians PAK
- Replies: 8
- Views: 2131
Re: Stalin VS Martians PAK
the only actual model here (USSR_sapper\1.mb) is just a typical maya binary scene. ascii file format spec: http://caad.arch.ethz.ch/info/maya/manual/FileFormats/FileFormats.fm.html i was looking at blender for a maya importer, but it expects the model to be exported to obj file.. which doesn't help ...
- Fri Apr 09, 2010 4:30 am
- Forum: Game Archive
- Topic: Stalin VS Martians PAK
- Replies: 8
- Views: 2131
Re: Stalin VS Martians PAK
upload a sample of the 3d files you're talking about
200mb is too much for me
200mb is too much for me
- Thu Apr 08, 2010 12:40 am
- Forum: Audio file formats
- Topic: (Wii) Red Steel 2 .sns names
- Replies: 8
- Views: 2662
Re: (Wii) Red Steel 2 .sns names
well at best you can only rename them using the file size.. which is hardly ideal
edit
scandir isn't up to recursive calling
you can still use my script on the filename files with a combination of the DIR command prompt command to manually finish the job
edit
scandir isn't up to recursive calling
you can still use my script on the filename files with a combination of the DIR command prompt command to manually finish the job
- Thu Apr 08, 2010 12:33 am
- Forum: Audio file formats
- Topic: (Wii) Red Steel 2 .sns names
- Replies: 8
- Views: 2662
Re: (Wii) Red Steel 2 .sns names
so you have these filename files and incorrectly named SNS data file you want renamed?
- Thu Apr 08, 2010 12:19 am
- Forum: Audio file formats
- Topic: (Wii) Red Steel 2 .sns names
- Replies: 8
- Views: 2662
Re: (Wii) Red Steel 2 .sns names
# -- WRS # xentax.com goto 4 get SNSSIZE long findloc EOFN string ".sns" set SOFN long EOFN for math EOFN -= 1 goto EOFN get CHR char if CHR = 0x2f # ASCII / break elif CHR = 0x2e # ASCII . set SOFN long EOFN math SOFN -= 1 endif next math SOFN -= EOFN getdstring NAME SOFN print "fil...
- Wed Apr 07, 2010 10:05 am
- Forum: Game Archive
- Topic: Nintendo DS *.sdat
- Replies: 6
- Views: 3292
Re: Nintendo DS *.sdat
i cheated twice. first, there was a fairly complete spec, and second, this only extracts the final section of files you said the dump tool stopped at. # -- WRS # xentax.com # Format specification: http://pkhax.elpenguino.net/sdat.html#sdat #! Only written to extract STRM (stream) file types !# ## HE...
- Mon Apr 05, 2010 4:57 am
- Forum: Game Archive
- Topic: HELP FOR A NEW ONLINE GAME unpack
- Replies: 6
- Views: 2464
Re: HELP FOR A NEW ONLINE GAME unpack
its a modified zip format with the central directory compressed too - but that's extracted by offzip at the last block (see 00c8f11c.dat) i noticed 26 spare bytes from the last file to the file size, which looks like the eocd and perhaps a pointer to the compressed central directory, but i failed to...
- Wed Mar 31, 2010 5:19 pm
- Forum: Game Archive
- Topic: [xbox360]DREAM C CLUB (ドリームクラブ)
- Replies: 5
- Views: 4481
Re: [xbox360]DREAM C CLUB (ドリームクラブ)
i dont use msn. here's the bms script to extract all files from all containers (you read that right) # -- WRS # xentax.com endian big get FILES long # number of file containers for i = 1 to FILES get CPOINTER long # container pointer get CSIZE long # container size savepos OFFSET goto CPOINTER for j...
- Tue Mar 30, 2010 3:42 am
- Forum: Game Archive
- Topic: [xbox360]DREAM C CLUB (ドリームクラブ)
- Replies: 5
- Views: 4481
Re: [xbox360]DREAM C CLUB (ドリームクラブ)
*edit: removed the wip*
see my post below for update
see my post below for update
- Wed Mar 24, 2010 12:32 am
- Forum: Compressed files and methods
- Topic: Reverse Engineering Crypto++ Calls
- Replies: 2
- Views: 1849
Reverse Engineering Crypto++ Calls
The contents of this post was deleted because of possible forum rules violation.
- Fri Feb 26, 2010 6:57 pm
- Forum: Game Archive
- Topic: White Gold (Xenus 2) .GRP archive
- Replies: 5
- Views: 3431
Re: White Gold (Xenus 2) .GRP archive
Missing the following dependencies:
- TBB.DLL
- VEVLOADER.DLL
- VERENDER3.DLL
- Thu Feb 25, 2010 9:04 pm
- Forum: Game Archive
- Topic: Max & The Magic Marker .assets
- Replies: 4
- Views: 10180
Re: Max & The Magic Marker .assets
as you just wanted the audio, i decided to try something a little different with my bms script contribution. firstly, i only found references to OGG and WAV files, so my scripts just look for these file signatures filenames (and file data) is stored in 4-byte blocks - which this format enforces with...
- Fri Feb 19, 2010 4:21 pm
- Forum: Game Archive
- Topic: [X360] Marble Blast Ultra .bza file
- Replies: 3
- Views: 1654
Re: [X360] Marble Blast Ultra .bza file
get FILE_COUNT long get END_OF_INDEX long for i = 0 < FILE_COUNT get OFFSET long get ZSIZE long get SIZE long get NULL char get NAMESIZE char getdstring NAME NAMESIZE if ZSIZE == SIZE log NAME OFFSET SIZE else clog NAME OFFSET ZSIZE SIZE endif next i note that there are some file duplicates when yo...
- Sun Jan 03, 2010 1:56 am
- Forum: Game Archive
- Topic: GE IES Datatable
- Replies: 11
- Views: 4391
Re: GE IES Datatable
I don't code with VB, but I don't like the way you handle string types. Use the string length declared in the file, instead of reading to the next null byte. Ignore how I previously mentioned rows are stored as :eek: I've attached my 010 template which can parse your supplied samples (included the o...
