Poll & Discussion: We wish the site to continue (Y/N)
Search found 58 matches
- Fri Mar 28, 2008 1:47 am
- Forum: Game Archive
- Topic: .wz archive
- Replies: 515
- Views: 221183
Re: .wz archive
You might want to try pushing some of the functions out to a C DLL and just calling them directly. The string decryption routine and the image data conversion routines may be useful to pull out.
- Fri Mar 21, 2008 9:45 pm
- Forum: Game Archive
- Topic: .wz archive
- Replies: 515
- Views: 221183
Re: .wz archive
I would highly recommend not including the python installer in each release since that's easily available from the website and that's what's taking most of the space in the download (instead of 10 seconds, it takes 2-3 minutes).
- Wed Jan 23, 2008 6:42 am
- Forum: Game Archive
- Topic: .wz archive
- Replies: 515
- Views: 221183
To summarize: The exe file is encrypted for sure. It used to be ASprotect, but I haven't checked since before we even started this. The new text encryption was easy to decode for the regular ASCII strings. The unicode stuff took a bit more work and just comparing string between GMS and KTMS. From wh...
- Sun Dec 23, 2007 5:33 pm
- Forum: Game Archive
- Topic: .wz archive
- Replies: 515
- Views: 221183
- Sat Dec 22, 2007 8:21 am
- Forum: Game Archive
- Topic: .wz archive
- Replies: 515
- Views: 221183
Note: I am not your tech support. This product comes AS IS with all faults. Hey guys, it's Fiel from Sleepywood.net I know you guys like Lambda's extractor. I have taken his extractor and made it better. It now has the following features: 1. Improved version of the directory tree - it's much simple...
- Wed Aug 29, 2007 5:45 am
- Forum: Game Archive
- Topic: .wz archive
- Replies: 515
- Views: 221183
It is possible to make this dump.py script to output a proper PHP file instead of an html file which eases dynamic input. I use this one for my site: Let me know :) Also, if any clues as to how to figure out the encryption of kMST would be helpful. Because sooner or later, it will come out and many...
- Tue Jul 17, 2007 2:25 am
- Forum: Game Archive
- Topic: .wz archive
- Replies: 515
- Views: 221183
Works. hmm but to puts all the code and stuff to make this game work in a priavte srver is imposble no? None of this info is even useful for making a private server....Making a private server usually involves writing your own server code and pointing the already existing client at your private serv...
- Sat Jul 14, 2007 1:02 am
- Forum: Game Archive
- Topic: .wz archive
- Replies: 515
- Views: 221183
I highly doubt it's a date. A while back I had saved all the unk1 and unk2s, and then compared them to the after-patch values, and monitored which files changed. The files which didn't change, unk1 stayed the same; the files which did change, unk1 changed as well. The conclusion was that it was some...
- Fri Jul 13, 2007 2:42 am
- Forum: Game Archive
- Topic: .wz archive
- Replies: 515
- Views: 221183
- Thu Jul 12, 2007 2:22 am
- Forum: Game Archive
- Topic: .wz archive
- Replies: 515
- Views: 221183
If I change the prevString code so that it just returns what it has read from the file (and not from the saved array) it finds a 01072279.img in Weapon and in Shoes in Character.wz. But opposed to your example code at this point I'm not seeking in the file, just reading sequentially. With the prevs...
- Wed Jul 11, 2007 3:35 am
- Forum: Game Archive
- Topic: .wz archive
- Replies: 515
- Views: 221183
asdf
EMS has already the splitted wz files, I found out. I was hoping to find a Data.wz to have the pieces put all together (makes the analysing much more easier). I thought about the packnum/00type again. The first part is a packnum, it works. But if it comes to the unicode part it does not work (I thi...
- Tue Jul 10, 2007 5:12 am
- Forum: Game Archive
- Topic: .wz archive
- Replies: 515
- Views: 221183
Ah, I see. Now I have a question about the data types you are using: Some numbers you read as signed 32 bit integers, some as unsigned. What tells you what type they are? A signed integer could have the adress up to 2 Gigabyte, but none of the wz files goes even over one Gigabyte. I only use 32 bit...
- Sat Jul 07, 2007 7:22 pm
- Forum: Game Archive
- Topic: .wz archive
- Replies: 515
- Views: 221183
Thank you. I don't have problems with a specific img file. I just want to figure out the general structure. Because the python code looks very complex (even if it only is a rather simple recursion). I try to make a simplier one. Because I don't think that the inventor of the file structure made the...
- Sat Jul 07, 2007 5:19 pm
- Forum: Game Archive
- Topic: .wz archive
- Replies: 515
- Views: 221183
- Sat Jul 07, 2007 1:01 am
- Forum: Game Archive
- Topic: .wz archive
- Replies: 515
- Views: 221183
