Search found 138 matches

by GMMan
Thu Oct 23, 2014 2:39 pm
Forum: Game Archive
Topic: Error in disturb extracting engine for watch dogs
Replies: 3
Views: 1138

Re: Error in disturb extracting engine for watch dogs

Do you have XNA Framework installed?
by GMMan
Mon Oct 20, 2014 2:18 pm
Forum: Audio file formats
Topic: .cpk .pk .spk .lspk and .UAX
Replies: 9
Views: 2625

Re: .cpk .pk .spk .lspk and .UAX

this is true but not want to convert the audio to a low quality,, I just want to remove the compression original of packages to compress with my compressor the repacks...... I just want achieve better comprehension these packages... or recompressing in another way,, what I do? As long as you are re...
by GMMan
Mon Oct 20, 2014 1:44 am
Forum: Audio file formats
Topic: .cpk .pk .spk .lspk and .UAX
Replies: 9
Views: 2625

Re: .cpk .pk .spk .lspk and .UAX

I highly discourage recompressing lossy audio. You can shrink file sizes, but at the expense of audio quality. Audio in games are usually pretty bad as it is. You don't want them to get worse.
by GMMan
Sun Oct 19, 2014 4:57 pm
Forum: Audio file formats
Topic: .cpk .pk .spk .lspk and .UAX
Replies: 9
Views: 2625

Re: .cpk .pk .spk .lspk and .UAX

We don't automatically know what game you're talking about.
by GMMan
Sun Oct 19, 2014 4:54 am
Forum: Code Talk
Topic: decoding binary markup language file
Replies: 6
Views: 2198

Re: decoding binary markup language file

I was looking at this a couple of days ago, and I think the first few ints after the "xml\0" were pointers to the string tables. You've got char data, element names, and attribute values (and possibly names somewhere), and an "extra bits" table (made of tabs and spaces and newlines, I suppose that a...
by GMMan
Fri Oct 10, 2014 2:24 pm
Forum: Game Archive
Topic: snowy arf open help!
Replies: 6
Views: 1251

Re: snowy arf open help!

Maybe you're looking for this?
by GMMan
Fri Oct 10, 2014 11:35 am
Forum: Game Archive
Topic: [REQ] GameMaker 8+/Valdis Story archive [*.win]
Replies: 6
Views: 3062

Re: [REQ] GameMaker 8+/Valdis Story archive [*.win]

Quick note: the structure of the file uses standard IFF layout.
by GMMan
Wed Oct 08, 2014 4:21 pm
Forum: Compressed files and methods
Topic: LZMA compression method in GZIP files
Replies: 6
Views: 2701

Re: LZMA compression method in GZIP files

LZMA requires some encoder properties before it will decompress. With 7-Zip, they store it as 5 bytes. So if they're using the 7-Zip LZMA SDK, you'll need to find those 5 encoder properties bytes before you can do anything.
by GMMan
Wed Oct 08, 2014 4:21 pm
Forum: Compressed files and methods
Topic: LZMA compression method in GZIP files
Replies: 6
Views: 2701

Re: LZMA compression method in GZIP files

(Duplicate, my mouse fucked up. Please ignore.)
by GMMan
Wed Oct 08, 2014 12:45 pm
Forum: 3D/2D models
Topic: TAKE A LOOK !
Replies: 33
Views: 5276

Re: TAKE A LOOK !

10x buffer sizes.

Note it's likely for the buffers to be allocated with the same size, so this means each model may be taking up nearly 10x the memory it would have taken. Make sure you have plenty of RAM.
by GMMan
Wed Oct 08, 2014 5:59 am
Forum: 3D/2D models
Topic: TAKE A LOOK !
Replies: 33
Views: 5276

Re: TAKE A LOOK !

I'll do it for you this time only. If you want to get deeper into game modding, you really need to learn how to use a debugger. Just start by stepping through the code and seeing how it changes the registers and stack.

Both IB and VB buffer sizes have been doubled.
by GMMan
Tue Oct 07, 2014 6:19 pm
Forum: 3D/2D models
Topic: TAKE A LOOK !
Replies: 33
Views: 5276

Re: TAKE A LOOK !

You should look at some tutorials. Load the DLL in Olly, press Yes to load using LOADDLL, then for each address, press Ctrl-G, enter the address, and OK. Hit Space to bring up the assembly box, and replace the hex number with what you want it to be (you can type in decimal if you add a '.' to the en...
by GMMan
Tue Oct 07, 2014 2:40 pm
Forum: 3D/2D models
Topic: TAKE A LOOK !
Replies: 33
Views: 5276

Re: TAKE A LOOK !

The numbers to change is at instruction VA 0x2003880a, 0x20038827, 0x20038f24, 0x20038f3d, 0x20039429 and 0x20039446. Note that if you change the number, the game could crash if they statically allocate a maximum buffer size for 9000 indices instead of dynamically allocating it.
by GMMan
Thu Oct 02, 2014 2:09 pm
Forum: Compressed files and methods
Topic: Evil 《神雕侠侣》pfs
Replies: 1
Views: 1061

Re: Evil 《神雕侠侣》pfs

You could try using a binary search and replace tool to replace "PFSH", "PFSF", "PFSD" with their equivalent "PK" signatures. Then open in an archiver, check integrity, and fix whatever entries that are corrupted by the search and replace.
by GMMan
Tue Sep 30, 2014 1:14 am
Forum: Website
Topic: Would a disclaimer help?
Replies: 1
Views: 3112

Re: Would a disclaimer help?

I think the lack of response to your posts may be due to there not being enough interest. Not everyone wants to take on everything, and especially with the recent opening of registrations, you'll be even harder pressed to find people to help. Don't take it personally.