Search found 58 matches
- Tue Mar 08, 2011 1:24 pm
- Forum: Compressed files and methods
- Topic: Zone 66 compression format
- Replies: 38
- Views: 11781
Re: Zone 66 compression format
Sorry, got busy with other stuff (luckily no flooding here). I can't say when I'll continue with the project but I expect it to bee soon-ish. I'm also planning to add XML import/export just for fun, so other tools could use the XML data instead of implementing the low-level read/write code themselve...
- Mon Dec 06, 2010 10:40 am
- Forum: Compressed files and methods
- Topic: Zone 66 compression format
- Replies: 38
- Views: 11781
Re: Zone 66 compression format
Yes, I'm planning to make everything customizable where we know the format with a nice GUI. Here are some very early screenshots: The map editor: http://img593.imageshack.us/img593/1822/screen1s.png The map editor showing all tiles as destroyed: http://img593.imageshack.us/img593/9493/screen2c.png T...
- Wed Dec 01, 2010 10:45 am
- Forum: Compressed files and methods
- Topic: Zone 66 compression format
- Replies: 38
- Views: 11781
Re: Zone 66 compression format
Here's the structure for MAP?DAT.Z66 (in pseudocode again): Map { uint16 tilesCount; uint16 animatedTilesCount; // Tiles with an even index are normal, odd index is the destroyed tile uint16 tiles[tilesCount * 2]; // Score given when this tile is destroyed uint18 tilesDestroyScore[tilesCount]; // Ma...
- Tue Nov 30, 2010 11:47 am
- Forum: Compressed files and methods
- Topic: Zone 66 compression format
- Replies: 38
- Views: 11781
Re: Zone 66 compression format
I actually thought about making a map/sprite editor since we now know enough to create our own maps and ship sprites. If I decide to do it, I'll probably write it with Lazarus/Free Pascal since I want it to be cross-platform (Win and Linux) and also want a reasonable UI. I would write it in C++ but ...
- Thu Nov 18, 2010 12:19 pm
- Forum: Compressed files and methods
- Topic: Zone 66 compression format
- Replies: 38
- Views: 11781
Re: Zone 66 compression format
I went though the others files left (besides maps, cannon/ship graphics and music): CNG.Z66 - Credits text DEMOK.Z66 - Recorder demo DEMOT.Z66 - Text displayed during demo DSFX.Z66 - Sound effects archive (some are raw, some with a ScremTracker 3 instrument header) ET.Z66 - Text screen FONT/FONT2.Z6...
- Wed Nov 17, 2010 1:43 pm
- Forum: Compressed files and methods
- Topic: Zone 66 compression format
- Replies: 38
- Views: 11781
Re: Zone 66 compression format
And here's the spec for MAP?DAT3.Z66. There are still some unknown values left to decipher. MapDat3 { uint8 textColor; // some text color, no clue where this is used uint8 cannonCount; uint8 enemyShipCount; uint8 playerShipCount; uint8 unk[32]; // This is also stored in MAPDAT.Z66 on game startup Ca...
- Tue Nov 16, 2010 6:48 pm
- Forum: Compressed files and methods
- Topic: Zone 66 compression format
- Replies: 38
- Views: 11781
Re: Zone 66 compression format
Also some quick info:
SHIPDAT0.Z66, SHIPDAT1.Z66 and MAPDAT.Z66 are recreated each time when the game starts. The ship files collect player/enemy ship data from each MAP?DAT3.Z66 file and MAPDAT is a list of available maps.
SHIPDAT0.Z66, SHIPDAT1.Z66 and MAPDAT.Z66 are recreated each time when the game starts. The ship files collect player/enemy ship data from each MAP?DAT3.Z66 file and MAPDAT is a list of available maps.
- Tue Nov 16, 2010 3:30 pm
- Forum: Compressed files and methods
- Topic: Zone 66 compression format
- Replies: 38
- Views: 11781
Re: Zone 66 compression format
I toyed around with some of the unknown files. MAP?DAT2.Z66 stores the positions of cannons, ship generators etc. Here's the structure (in pseudocode), note that all coordinates are in tile-space, they need to be multiplicated by 32 to get pixel-coordinates. Cannon { uint8 type; // the type of canno...
- Wed Nov 10, 2010 11:28 am
- Forum: Audio file formats
- Topic: MONSTER.SOG of Day of the Tentacle (Maniac Mansion 2)?
- Replies: 8
- Views: 3478
Re: MONSTER.SOG of Day of the Tentacle (Maniac Mansion 2)?
If you have MONSTER.SOG, you also have the original CD with MONSTER.SOU. If you don't have the original CD, you downloaded an illegal version which only had the SOG.
- Thu Nov 04, 2010 1:20 pm
- Forum: Compressed files and methods
- Topic: Zone 66 compression format
- Replies: 38
- Views: 11781
Re: Zone 66 compression format
Hi, Sorry for disappearring but here I am :) I'll try to find the source code I have and upload it somewhere this evening after work. (I got involved with ScummVM and reverse engineering of complete games so I didn't have much time for Xentax anymore.) Edit: I uploaded the source code here: http://w...
- Mon Sep 13, 2010 9:22 am
- Forum: Graphic file formats
- Topic: Perry Rhodan encoded ? Jpegs
- Replies: 12
- Views: 4987
Re: Perry Rhodan encoded ? Jpegs
I found it and upload the tool here:
http://www.xentax.com/uploads/author/jo ... tperry.zip
http://www.xentax.com/uploads/author/jo ... tperry.zip
- Thu Sep 09, 2010 5:56 pm
- Forum: Graphic file formats
- Topic: Perry Rhodan encoded ? Jpegs
- Replies: 12
- Views: 4987
Re: Perry Rhodan encoded ? Jpegs
Of course, I hope I can still find it somewhere...
- Mon Mar 29, 2010 3:08 pm
- Forum: Website
- Topic: 3000+ registered users community milestone, say "yeaaah!"
- Replies: 42
- Views: 19298
- Thu Apr 24, 2008 1:09 am
- Forum: Game Archive
- Topic: God of Thunder
- Replies: 7
- Views: 1750
Re: God of Thunder
Hi,
I've made an extractor for the DAT file. The directory is "encrypted" with XORing and the single files are compressed with a variation of the LZSS algorithm.
I'll try to get the code cleaned up and upload it this weekend.
I've made an extractor for the DAT file. The directory is "encrypted" with XORing and the single files are compressed with a variation of the LZSS algorithm.
I'll try to get the code cleaned up and upload it this weekend.
- Sun Mar 23, 2008 11:49 am
- Forum: Graphic file formats
- Topic: Perry Rhodan encoded ? Jpegs
- Replies: 12
- Views: 4987
Re: Perry Rhodan encoded ? Jpegs
Of course:
Code: Select all
void decryptData(byte *data, uint32 size) {
byte xorValues[3] = {0x42, 0x99, 0x80};
for (uint32 ofs = 0; ofs < size; ofs++) {
uint32 value = ofs % 3;
data[ofs] ^= xorValues[value] - 0x6E;
}
}
