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- Mon Apr 16, 2012 1:13 pm
- Forum: Game Archive
- Topic: Legend of Grimlock [.dat file]
- Replies: 173
- Views: 50292
Re: Legend of Grimlock [.dat file]
oh so you basically translate asm->lua by hand?
- Mon Apr 16, 2012 10:40 am
- Forum: Game Archive
- Topic: Legend of Grimlock [.dat file]
- Replies: 173
- Views: 50292
Re: Legend of Grimlock [.dat file]
Couldn't you share the howto to actually decompile those files?Ekey wrote:Maybe
- Thu Mar 22, 2012 9:34 am
- Forum: Code Talk
- Topic: Unswizzling images
- Replies: 4
- Views: 2165
- Fri Jan 27, 2012 4:49 pm
- Forum: Compressed files and methods
- Topic: Tales of Destiny 2 [PSP] file.fpb
- Replies: 10
- Views: 3088
Re: Tales of Destiny 2 [PSP] file.fpb
you need to write yourself a program to do that (or a BMS script) but note that there won't be any filename or directories so if you're looking for something in particular...well, good luck with that 
- Thu Jan 26, 2012 9:53 am
- Forum: Compressed files and methods
- Topic: Tales of Destiny 2 [PSP] file.fpb
- Replies: 10
- Views: 3088
Re: Tales of Destiny 2 [PSP] file.fpb
it's not custom, it's raw (headerless) gzip
- Wed Jan 25, 2012 4:08 pm
- Forum: Compressed files and methods
- Topic: Tales of Destiny 2 [PSP] file.fpb
- Replies: 10
- Views: 3088
Re: Tales of Destiny 2 [PSP] file.fpb
that file is just a container for one file after another, there absolutely no info inside
- Wed Jan 25, 2012 12:56 pm
- Forum: Compressed files and methods
- Topic: Tales of Destiny 2 [PSP] file.fpb
- Replies: 10
- Views: 3088
Re: Tales of Destiny 2 [PSP] file.fpb
no are stored inside BOOT.BIN (or EBOOT.BIN after it's been decrypted), dunno the offset though, I'm not at home. Just look for the total dimension of the .fpb file (inverted) inside that and you will find the last pointer, just go up and you'll notice a pattern
- Tue Jan 24, 2012 1:48 pm
- Forum: Compressed files and methods
- Topic: Tales of Destiny 2 [PSP] file.fpb
- Replies: 10
- Views: 3088
Re: Tales of Destiny 2 [PSP] file.fpb
the file itself is useless, pointers are inside the executable
- Sun Jan 15, 2012 2:22 pm
- Forum: Game Archive
- Topic: Astonishia Story (PSP)
- Replies: 13
- Views: 3078
Re: Astonishia Story (PSP)
the files are definitely compressed, I compared ram and some text, it's LZsomething.
at those address there's nothing useful, it's probably something that has to do with the fonts, just that
at those address there's nothing useful, it's probably something that has to do with the fonts, just that
- Fri Jan 13, 2012 2:38 pm
- Forum: Game Archive
- Topic: Astonishia Story (PSP)
- Replies: 13
- Views: 3078
Re: Astonishia Story (PSP)
no it won't, the compression is not applied to the whole file but to every each subfile, that's why we need to understand how are they disposed. For it's nature the LZ algorythms need the Compressed Length and the Decompressed Length to be passed, so those 2 values need to be there somehwere
- Fri Jan 13, 2012 2:21 pm
- Forum: Game Archive
- Topic: Astonishia Story (PSP)
- Replies: 13
- Views: 3078
Re: Astonishia Story (PSP)
What do you usually expect when looking for pointers? when looking in 01editor(the program I use) it's hard to distinguish between int/string/unicode and real pointers isn't it?? also can't they be encrypted as well or it's not technically possible to encrypt such info? (sorry for the not-so-smart ...
- Fri Jan 13, 2012 1:33 pm
- Forum: Game Archive
- Topic: Astonishia Story (PSP)
- Replies: 13
- Views: 3078
Re: Astonishia Story (PSP)
With executable, yes, I meant the EBOOT. In many games pointers to the big archives are inside there but while waiting I took it myself and I think that there's nothing useful in there. So far I have good news and bad news. The good news is that I recognized the compression, it's probably LZSS with ...
- Fri Jan 13, 2012 11:01 am
- Forum: Game Archive
- Topic: Astonishia Story (PSP)
- Replies: 13
- Views: 3078
Re: Astonishia Story (PSP)
at a first look I can't see anything useful inside here. Can you provide the (unencrypted) executable or some other smaller file inside the iso?
- Thu Jan 12, 2012 12:44 pm
- Forum: Code Talk
- Topic: Arc Rise Fantasia Texture Editing
- Replies: 7
- Views: 2933
Re: Arc Rise Fantasia Texture Editing
how did you exported/imported it as tga?
- Wed Jan 04, 2012 11:14 am
- Forum: Game Localization
- Topic: Working on Tales of Xillia
- Replies: 10
- Views: 4099
Re: Working on Tales of Xillia
lol sorry. I got confused becase the CAB header is MSCF and plus because the tales of in the wii/gamecube versions uses that compression 
