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Search found 882 matches

by michalss
Sun Jul 20, 2014 2:38 pm
Forum: Game specific tools
Topic: Beyond: Two Souls - Reversing | Porting (THAT'S ALL FOLKS?)
Replies: 256
Views: 193014

Re: Beyond: Two Souls - Reversing | Porting (UPDATE: Models

Hi Hugo,

What exactly is your goal in here mate ? Are you actually want to make it work and render on PC ? Include controller functionality ?
by michalss
Thu Jul 17, 2014 7:06 am
Forum: Tutorials
Topic: Quick BMS Editor GUI + Tools
Replies: 85
Views: 131989

Re: Quick BMS Editor GUI + Tools

I found some time finally and i will relase a new version soon. Most bugs will be fixed and so on.... :)
by michalss
Thu Jul 17, 2014 6:58 am
Forum: Game news
Topic: ArchAge
Replies: 5
Views: 10298

ArchAge

I was looking for some really unique MMO game and this cross to my nose :) Very promising and unique game, already in beta :) Actually starting today...

Code: Select all

http://www.archeagegame.com/
by michalss
Thu Jul 17, 2014 6:11 am
Forum: Game Archive
Topic: help unpack file data.bin with quickbms
Replies: 2
Views: 1500

Re: help unpack file data.bin with quickbms

Please before you post some links read the forum rules and follow them.
by michalss
Tue Jul 15, 2014 9:15 pm
Forum: Website
Topic: File Hosting vs. File Sharing - Clarification needed.
Replies: 4
Views: 8142

Re: File Hosting vs. File Sharing - Clarification needed.

No any files or links under copyright is toletated , not even a small part anymore. If you even upload small part of some file what does not belong to you. It will be deleted and you gonna be warn. Please note that site is at risk and we need to play nice.
by michalss
Tue Jul 15, 2014 5:43 am
Forum: Game Archive
Topic: Murdered Coalesced CRC (PS3/X360)
Replies: 13
Views: 12454

Re: Murdered Coalesced CRC (PS3/X360)

xujozer wrote:I'm trying to find where is the font size of the cutscene, I found the value to the menu in the "PS3-FateGame" file...
Do u know where is the value to increase the font size in the cutscene of the game?

I'm sorry never try it.
by michalss
Sun Jul 13, 2014 2:46 pm
Forum: Game Archive
Topic: Murdered Coalesced CRC (PS3/X360)
Replies: 13
Views: 12454

Re: Murdered Coalesced CRC (PS3/X360)

Michaels, what is the tool you use to reinsert the files extracted from .xxx? I never could reinsert them. Hex editor :) 010 will do the job :D I suspected it all along! :D XXX files are not that bad if you want to replace for example 1 or max 3 files, doable with HEX. Once you need to do some text...
by michalss
Sun Jul 13, 2014 10:27 am
Forum: Game Archive
Topic: Murdered Coalesced CRC (PS3/X360)
Replies: 13
Views: 12454

Re: Murdered Coalesced CRC (PS3/X360)

xujozer wrote:Michaels, what is the tool you use to reinsert the files extracted from .xxx?
I never could reinsert them.

Hex editor :) 010 will do the job :D
by michalss
Sun Jul 13, 2014 8:19 am
Forum: Game Localization
Topic: Wolfenstein: The New Order (PC)
Replies: 55
Views: 35339

Re: Wolfenstein: The New Order (PC)

In my opinion, it seems that 64_df.dat file is a dummy file and I can not change font mapping information. Although I tried to change 64_df.dat file to another lang 64_df.dat file, it didn't change anything on the game when I used quickbms reimport option. Is it working on that tool? Hmm.. I didn't...
by michalss
Sat Jul 12, 2014 9:14 am
Forum: Game Archive
Topic: Murdered Coalesced CRC (PS3/X360)
Replies: 13
Views: 12454

Re: Murdered Coalesced CRC (PS3/X360)

never mind found it :D

So X360 has not any SHA1 check in defualt.xex they have size check in TOC files instead :) Pretty easy to do
by michalss
Sat Jul 12, 2014 9:02 am
Forum: Game Archive
Topic: Murdered Coalesced CRC (PS3/X360)
Replies: 13
Views: 12454

Re: Murdered Coalesced CRC (PS3/X360)

Just found out on X360 it is ok for coalesced.bin but for files like Startup_LOC_INT.xxx there is some kind of check i cannot find where please can anyone help ? Thx

In this file is fonts..
by michalss
Fri Jul 11, 2014 8:08 pm
Forum: Game Archive
Topic: [Wolfenstein] .bimage conversion
Replies: 12
Views: 6787

Re: [Wolfenstein] .bimage conversion

lostprophet wrote:The font textures are also in .bimage files. Michalss' 010 template should be applied to those and after that it can be edited with PS?
Yes that template works for Fonts never tested it for anything else!
by michalss
Thu Jul 10, 2014 7:36 pm
Forum: Game Localization
Topic: Wolfenstein: The New Order (PC)
Replies: 55
Views: 35339

Re: Wolfenstein: The New Order (PC)

Well guys here it is... I have successfuly tested all fonts and english.lang file and it works great. Quick overview: "Load file" - accepts resources or index file, you need both of them "Export all" - exports all files into selected folder "Export" - exports selected ...
by michalss
Wed Jul 09, 2014 3:58 pm
Forum: Game Localization
Topic: Wolfenstein: The New Order (PC)
Replies: 55
Views: 35339

Re: Wolfenstein: The New Order (PC)

Killermannvs wrote:Well, after some playing with zlib library I can finally to decompress all files correctly.

Now, I need to try if replaced file has to be compressed as well as original file.

After this test I will be able to release first usable version of my app.

Would this support also Big Endian pls?
by michalss
Tue Jul 08, 2014 6:42 am
Forum: Game Archive
Topic: [Wolfenstein] .bimage conversion
Replies: 12
Views: 6787

Re: [Wolfenstein] .bimage conversion

I've found there's actually a bit more to the *.bimage format. The above information is correct with single channel 8 bit textures, but there are more types of textures with varying formats stored in the *.bimage format. So far I've found they are using *.bimage to store headerless DDS files, of ty...