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- Sat Nov 14, 2009 11:17 am
- Forum: Game Archive
- Topic: [req].vfs bms script?
- Replies: 39
- Views: 8966
Re: [req].vfs bms script?
I figured out the folder format. Just to update you, I'm working on that tool. 
- Fri Nov 13, 2009 8:36 pm
- Forum: Compressed files and methods
- Topic: Modern Warfare 2 .PAK
- Replies: 9
- Views: 3522
Re: Modern Warfare 2 .PAK
Modern Warfare 2 was leaked today, and I've downloaded it Read the rules. : * no warez * no talking about warez Like I said in another thread: It is assumed everyone here owns a legal copy of any game they discuss. Discussing warez is against the rules and can be bannable on this forum. Downloadabl...
- Wed Nov 11, 2009 12:43 pm
- Forum: Game Archive
- Topic: [req].vfs bms script?
- Replies: 39
- Views: 8966
Re: [req].vfs bms script?
I'll have a tool for you ready soon.
- Mon Nov 09, 2009 3:08 pm
- Forum: Game Archive
- Topic: [req].vfs bms script?
- Replies: 39
- Views: 8966
Re: [req].vfs bms script?
Like I said. We still have to figure out the folder sytem.
- Mon Nov 09, 2009 1:49 pm
- Forum: Old posts
- Topic: MX ATV unleashed - PSP
- Replies: 4
- Views: 8921
Re: MX ATV unleashed - PSP
Thanks, I'll download it.
- Mon Nov 09, 2009 1:00 pm
- Forum: Game Archive
- Topic: [req].vfs bms script?
- Replies: 39
- Views: 8966
Re: [req].vfs bms script?
While I applaud you thanking aluigi, the important forework was done by others. 
- Mon Nov 09, 2009 8:14 am
- Forum: Game Archive
- Topic: [req].vfs bms script?
- Replies: 39
- Views: 8966
Re: [req].vfs bms script?
:clasdance Ah, I love it when I'm right. :clasdance Also great work, GameZelda! I'm sure that decode routine will come in handy. Got a few examples of decoded filenames ? Because there's still a lot of Q's in there. We still need to figure out the format of the tail entries after they've been decoded.
- Mon Nov 09, 2009 12:15 am
- Forum: Game Archive
- Topic: [req].vfs bms script?
- Replies: 39
- Views: 8966
Re: [req].vfs bms script?
Wait, upon examining the vfs.dll file in IDAPro, I noticed a reference to a CodeFilter.cpp, along with a 16-byte array : QIKJHMNAETOGDCXS This code is used in a function that is called by another function. The first function calculates a value by ANDing a gotten value with 0F and then presumably tha...
- Sun Nov 08, 2009 9:15 pm
- Forum: Game Archive
- Topic: [req].vfs bms script?
- Replies: 39
- Views: 8966
Re: [req].vfs bms script?
Ok, the big xxz.vfs file contains some 17800 files, that I can extract with the adapted script. At the end, there is the tail that has some 18000 entries. I'm pretty sure the tail holds the key to the filenames. Did you see the game has a vfs.dll file? In there, there's text reference to a FDT part ...
- Sun Nov 08, 2009 3:49 pm
- Forum: Game Archive
- Topic: [req].vfs bms script?
- Replies: 39
- Views: 8966
Re: [req].vfs bms script?
OK, aluigi, thanks. It's a bit annoying when there's not a UCS variable somewhere. I just figured an estimated compression 1/16th of original size would suffice. Obviously not. Well, then 32 or even 64 might be enough.
- Sun Nov 08, 2009 2:00 pm
- Forum: Graphic file formats
- Topic: *.dat mortal kombat trilogy psx version (solved)
- Replies: 5
- Views: 4513
Re: *.dat mortal kombat trilogy psx version (solved)
OK, so can you save the palette? And upload it here? Did you simply compare colours from screenshots?
- Sun Nov 08, 2009 1:57 pm
- Forum: Game Archive
- Topic: [req].vfs bms script?
- Replies: 39
- Views: 8966
Re: [req].vfs bms script?
IDString 0 "vfs " ; ComType ZLib1 ; Get U1 Long 0 ; Get BankSize Long 0 ; Get U2 Long 0 ; Get U3 Long 0 ; Get U4 Long 0 ; Get TOffset Long 0 ; Set J Long 156 ; GoTo J 0 ; Do ; SavePos ResStart 0 ; Get ID Long 0 ; If ID = 1751474532 ; Get NumberOfBanks Long 0 ; Get U6 Long 0 ; Get Compress...
- Sat Nov 07, 2009 2:20 pm
- Forum: Game Archive
- Topic: reverse engineering an unknown hash function
- Replies: 2
- Views: 1248
Re: reverse engineering an unknown hash function
That's not going to be easy, as the ARM compilers/emulators for your PC out there are frankly lacking substance to be helpful. I've been trying to do this with a Nintendo DS game, to no avail.
- Sat Nov 07, 2009 1:47 pm
- Forum: Graphic file formats
- Topic: *.dat mortal kombat trilogy psx version (solved)
- Replies: 5
- Views: 4513
Re: *.dat mortal kombat trilogy psx version (solved)
Ok, so I took a look. there are three 256*256 tiles that contain individual graphics. The ARENA.DAT file starts with a header and at 1e0h starts the image data for those three tiles. The data are 8-bit bitmaps. In the following picture you see what you get if you load everything at once (without the...
- Sat Nov 07, 2009 10:12 am
- Forum: Graphic file formats
- Topic: *.dat mortal kombat trilogy psx version (solved)
- Replies: 5
- Views: 4513
Re: *.dat mortal kombat trilogy psx version (solved)
Hello? Did you solve this problem of yours? Please let us know how then. We are all here to share.
