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- Wed Apr 11, 2018 12:58 am
- Forum: Compressed files and methods
- Topic: FFXII .vbf format
- Replies: 17
- Views: 12301
Re: FFXII .vbf format
Yeah, it does take some time when moving the 30gb the first time. After that its smooth sailing though. I don't see why your method would have issues with the files that contain more 64kb chunks though. If you move just the first few files to the end, it gives plenty of space to re-write the compres...
- Tue Apr 10, 2018 5:23 pm
- Forum: Compressed files and methods
- Topic: FFXII .vbf format
- Replies: 17
- Views: 12301
Re: FFXII .vbf format
@ ffgriever, shift all the data +10mb, re-write the entire toc. This makes space for more entries in the compressed chunks table. Then you can inject any file to the end regardless of it being larger than the original file. It only takes a one time re-write of the archive. After that all injects are...
- Thu Mar 23, 2017 9:16 am
- Forum: Compressed files and methods
- Topic: [Wii U]Legend of Zelda: Breath of the Wild - Yaz0 (sblarc)
- Replies: 7
- Views: 4295
Re: [Wii U]Legend of Zelda: Breath of the Wild - Yaz0 (sblar
Here ya go Give it a try like this, and you'll see the files match if you compare the "decoded" and "encoded_decoded" files md5 sums Yaz0.exe decode Common.sblarc Common_decoded.sblarc Yaz0.exe encode Common_decoded.sblarc Common_encoded.sblarc Yaz0.exe decode Common_encoded.sbla...
- Wed Mar 22, 2017 5:18 am
- Forum: Compressed files and methods
- Topic: [Wii U]Legend of Zelda: Breath of the Wild - Yaz0 (sblarc)
- Replies: 7
- Views: 4295
Re: [Wii U]Legend of Zelda: Breath of the Wild - Yaz0 (sblar
Yes, its c#, and yes you need to get that Syroot.NintenTools.Yaz0 part for decoding only. https://github.com/Syroot/NintenTools.Yaz0 You can comment out the decoding part and the need for Syroot.Nintentools.Yaz0 if you are already using a different tool to decode them. The encode method I wrote usin...
- Tue Mar 21, 2017 5:26 pm
- Forum: Compressed files and methods
- Topic: [Wii U]Legend of Zelda: Breath of the Wild - Yaz0 (sblarc)
- Replies: 7
- Views: 4295
Re: [Wii U]Legend of Zelda: Breath of the Wild - Yaz0 (sblar
Here ya go using System; using System.Collections.Generic; using System.IO; using System.Linq; using System.Text; using System.Threading.Tasks; using Syroot.NintenTools.Yaz0; namespace Yaz0 { class Program { public static byte[] ArrayReverse(byte[] array) { Array.Reverse(array); return array; } publ...
Re: Sup
Xbox One or PS4?
- Fri Jan 20, 2017 8:08 pm
- Forum: Game specific tools
- Topic: Metroid Prime tools and engine reimplementation
- Replies: 2
- Views: 3497
- Wed Dec 28, 2016 7:12 pm
- Forum: Audio file formats
- Topic: Weird .wav files won't play
- Replies: 15
- Views: 5302
Re: Weird .wav files won't play
The sample files are still compressed or encrypted. Seems like whatever converter didn't really make them into wave data. After forcing them to play by modifying their headers, its just static/noise/compressed/encrypted ...
- Fri Aug 21, 2015 5:41 pm
- Forum: Game Archive
- Topic: FINAL FANTASY TYPE-0 HD PC
- Replies: 30
- Views: 25151
Re: FINAL FANTASY TYPE-0 HD PC
ShivShubh, quite a few entrys in the .fsd file have 0 sizes. Not sure if they are further down in the package under the same name with a valid size, but if they have a 0 size in the fsd, its possible only their name and the blank fsd entry are still there, just not the file data. Ker-schploink! http...
- Fri Feb 27, 2015 4:40 pm
- Forum: 3D/2D models
- Topic: FF 13 3D models ripping possible ...
- Replies: 420
- Views: 188364
Re: FF 13 3D models ripping possible ...
It'd be nice if we had a way to import models back into the TRB's though.. Technically IMGB injection should be easy as hell, since they're basically just packaged DDS textures, I've had some success adding textures this way manually. I just wish there was more interest in all of this, it'd be nice...
- Tue Nov 11, 2014 4:08 pm
- Forum: Graphic file formats
- Topic: Unknow DDS Format *PLS HELP*
- Replies: 18
- Views: 7825
Re: Unknow DDS Format *PLS HELP*
Here is a snapshot of the info that displays it correctly using the original .bimage file.


- Tue Oct 28, 2014 5:18 pm
- Forum: 3D/2D models
- Topic: Gran Turismo 6 Models
- Replies: 245
- Views: 117175
Re: Gran Turismo 6 Models
Highest LOD faces are edge compressed.
in 30109\hq\body_s.bin (the file provided above), examples can be seen at 0xE570, 0x12378, 0x14848, 0x166B0, 0x191C8, 0x19D90, 0x1CF58, 0x1F070, 0x1FC80, and many more...
Anyone willing to give them a whirl?
in 30109\hq\body_s.bin (the file provided above), examples can be seen at 0xE570, 0x12378, 0x14848, 0x166B0, 0x191C8, 0x19D90, 0x1CF58, 0x1F070, 0x1FC80, and many more...
Anyone willing to give them a whirl?
- Tue Oct 28, 2014 5:04 pm
- Forum: 3D/2D models
- Topic: Gran Turismo 6 Models
- Replies: 245
- Views: 117175
Re: Gran Turismo 6 Models
Open multiple .obj scripts maxscript: (will use the settings from the last single .obj import) theDialog = dotNetObject "System.Windows.Forms.FolderBrowserDialog" result = theDialog.showDialog() result.ToString() result.Equals result.OK result.Equals result.Cancel --theDialog.RootFolder = ...
- Sat Oct 25, 2014 7:31 pm
- Forum: 3D/2D models
- Topic: Gran Turismo 6 Models
- Replies: 245
- Views: 117175
Re: Gran Turismo 6 Models
Thanks, but what about the ReadString method? //Read a zero terminated string at specified address public string readString(ref FileStream fs, uint specifiedAddress) { string stringToBuild = String.Empty; bool endReached = false; fs.Seek(specifiedAddress, SeekOrigin.Begin); fs.Read(infoBuffer1, 0, ...
- Sat Oct 25, 2014 5:39 pm
- Forum: 3D/2D models
- Topic: Gran Turismo 6 Models
- Replies: 245
- Views: 117175
Re: Gran Turismo 6 Models
No you do not use offzip. You need to make a new c# program (with Visual Studio) and use that function in it. It will not work right out of the box either, you must provide your own objWriter method, and add DotNetZip's compression namespace to your program as well. Also, make a public byte[] called...
