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Search found 643 matches

by Rheini
Tue Feb 19, 2008 11:59 pm
Forum: Game Archive
Topic: Help with *.arc files
Replies: 21
Views: 10731

Re: Help with *.arc files

The problem is the exe doesn't use many functions, mainly just createInstance or getInstance functions.
This seems like compiler generated stuff.
So I can't really see how the ARC management code is called. :(
by Rheini
Tue Feb 19, 2008 11:12 pm
Forum: Game Archive
Topic: Lotro - Lord of the Rings Online extract tool
Replies: 32
Views: 24529

Re: Lotro - Lord of the Rings Online extract tool

Please upload sample files.
by Rheini
Tue Feb 19, 2008 10:48 am
Forum: Game Archive
Topic: Simfarm (Dos Version) .idx and .eea
Replies: 15
Views: 4977

Re: Simfarm (Dos Version) .idx and .eea

I always provide my information as a binary template, not only because you can use it with 010 Editor but also cause it is imho very easy to read and to understand (at least if you know a little bit C) http://www.cplusplus.com/doc/tutorial/structures.html Here's the tutorial (should be version 4): h...
by Rheini
Mon Feb 18, 2008 11:53 pm
Forum: Game Archive
Topic: Simfarm (Dos Version) .idx and .eea
Replies: 15
Views: 4977

Re: Simfarm (Dos Version) .idx and .eea

I'd "translate" this info into the following 010 binary template:

Code: Select all

short width;
short height;
short uk1;
short uk2;
struct RGBA {
	byte r;
	byte g;
	byte b;
	byte a;
} data[width*height];
by Rheini
Mon Feb 18, 2008 11:19 pm
Forum: Game Archive
Topic: Simfarm (Dos Version) .idx and .eea
Replies: 15
Views: 4977

Re: Simfarm (Dos Version) .idx and .eea

Rick wrote:Image format inside archive (named .bmp, but not really bmp)

short width, height, unk1, unk2

followed by width * height * 4 data

untested
by Rheini
Mon Feb 18, 2008 11:02 pm
Forum: Game Archive
Topic: Simfarm (Dos Version) .idx and .eea
Replies: 15
Views: 4977

Re: Simfarm (Dos Version) .idx and .eea

No the data is not compressed, They just use custom formats.
by Rheini
Mon Feb 18, 2008 3:23 pm
Forum: Code Talk
Topic: C++-DLLs (exporting classes and stuff)
Replies: 0
Views: 2015

C++-DLLs (exporting classes and stuff)

Anyone got experience with that?
viewtopic.php?f=10&p=24425#p24425
by Rheini
Mon Feb 18, 2008 2:54 pm
Forum: Game Archive
Topic: Help with *.arc files
Replies: 21
Views: 10731

Re: Help with *.arc files

However, the best way to deal with arc archives is to write a program for the system.dll. All functions to modify ARC archives are available in there. Well, it's harder than I thought. Got to figure out all the class hierarchy relations. namespace lexis { namespace system { class TE_DLL_API IArchiv...
by Rheini
Mon Feb 18, 2008 11:48 am
Forum: Miscellaneous
Topic: Dungeon Keeper 2 Texture Extractor
Replies: 3
Views: 6395

Re: Dungeon Keeper 2 Texture Extractor

They are compressed with an unknown compression algorithm. I already reversed a decompression routine used in DK2's archive files -> http://forum.xentax.com/viewtopic.php?f=21&t=2855 But this seems to be yet another technique. There's a topic about that in the graphics section: http://forum.xent...
by Rheini
Mon Feb 18, 2008 10:44 am
Forum: Game Archive
Topic: Simfarm (Dos Version) .idx and .eea
Replies: 15
Views: 4977

Re: Simfarm (Dos Version) .idx and .eea

atomic wrote:Typical external directory based storage idx stores filenames data in eea file, both attached.
So, what do you already have?
by Rheini
Mon Feb 18, 2008 2:27 am
Forum: Game Archive
Topic: Help with *.arc files
Replies: 21
Views: 10731

Re: Help with *.arc files

Well the data is completely encrypted. I managed to decrypt everything. It is a simple xor algorithm. The directory can be decrypted with the global xorValue (data is treated as dwords, see the first file as an example, the last 3 bytes aren't encrypted there) Each file is encrypted using its own xo...
by Rheini
Sun Feb 17, 2008 10:54 am
Forum: Game Archive
Topic: Test Drive Unlimited (PC) support for .db .map .3dg
Replies: 10
Views: 5494

Re: Test Drive Unlimited (PC) support for .db .map .3dg

Well if it's a different format, open another thread and upload some sample files, e.g. to xirror.com or xlice.net
by Rheini
Sat Feb 16, 2008 2:11 pm
Forum: Old posts
Topic: Silent Hill Origins - ARC archive
Replies: 11
Views: 10770

Re: Silent Hill Origins - ARC archive

A hex editor, that's why I said "manually" i.e. by hand.
I use 010 Editor, the code I posted above is a 010 binary template.