Search found 58 matches

by Omega
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.
by Omega
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).
by Omega
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...
by Omega
Sun Dec 23, 2007 5:33 pm
Forum: Game Archive
Topic: .wz archive
Replies: 515
Views: 221183

themoviefund wrote:
Fiel wrote: - Patchermain (used for making pre-patchers, thanks TEXEL)
Mind posting the source for this? ;)
I think that's the code that texel posted a page or two back. He just compiled it for us.
by Omega
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...
by Omega
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...
by Omega
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...
by Omega
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...
by Omega
Fri Jul 13, 2007 2:42 am
Forum: Game Archive
Topic: .wz archive
Replies: 515
Views: 221183

I try now to go through the files by hand. Maybe I make a new observation that helps to better the understanding of the files. And I already made a step: The first unknown value in the DirectoryTree of an img files: This is the Checksum-32: v = { "Name": baseName + "/" + filenam...
by Omega
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...
by Omega
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...
by Omega
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...
by Omega
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...
by Omega
Sat Jul 07, 2007 5:19 pm
Forum: Game Archive
Topic: .wz archive
Replies: 515
Views: 221183

But the "pictures" with computeName thing are no pictures. I wanted to know what this is. If you extract the Sound.wz, you have a lot of this stuff, for example: 1012000.1.Hit.image* 1012000/0/Hit 1012000.2.Hit.image* 1012000/0/Hit 1012000.3.Hit.image* 1012000/0/Hit There are no pictures,...
by Omega
Sat Jul 07, 2007 1:01 am
Forum: Game Archive
Topic: .wz archive
Replies: 515
Views: 221183

I'm making large steps in extracting the file tree. But I have one more question: On some point (in extract73type() when iname is "UOL") in the Python script you use a function "computeName". and at this point for the output you have a string with the content "image*" ...