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Search found 689 matches
- Thu Nov 13, 2008 10:14 pm
- Forum: Game Archive
- Topic: (PS2) Digimon World Data Squad FS.BIN
- Replies: 3
- Views: 2706
(PS2) Digimon World Data Squad FS.BIN
Strangely straight forward. The archive starts off by indexing EVERYTHING in simple text. The numbers in the index indicates the length of each file in bytes. After that the folder and the file name. Interestingly enough... NO compression! :) Provided below is a 2mb cut from the archive giving most ...
- Wed Nov 12, 2008 3:02 pm
- Forum: Game Archive
- Topic: Super Robot Taisen Format
- Replies: 4
- Views: 1771
Re: Super Robot Taisen Format
Archive it either by RAR or ZIP and send it via a temp file storage like Sendspace.
- Sun Nov 09, 2008 4:47 am
- Forum: Audio file formats
- Topic: Dead Space Audio File.
- Replies: 77
- Views: 49452
Re: Dead Space Audio File.
The static is whatever encryption/compression method being used I believe.
- Sat Nov 08, 2008 7:13 am
- Forum: Game Archive
- Topic: Cyberberbykes/Shadow Racer VR (BIN, encrypted files?)
- Replies: 13
- Views: 3980
Re: Cyberberbykes/Shadow Racer VR (BIN, encrypted files?)
I realize it has been a long time but I have made a recent discovery: Ok, I have managed to get a partially decrypted poly.lst file using DosBox's memory dump. It is messy but is enough to make out what it is. It's an encrypted script telling what does what to some extent. The full Memory Dump can b...
- Sat Nov 08, 2008 3:17 am
- Forum: Compressed files and methods
- Topic: Unreal 1998 beta (PC) .u [oldunreal.com beat me to it]
- Replies: 17
- Views: 9152
Re: Unreal 1998 beta (PC) .u
As for some beta UnrealI *.uc files (import parts) //============================================================================= // PeaceBarrel. //============================================================================= class PeaceBarrel expands Projectile; #exec MESH IMPORT MESH=peace ANIVFI...
- Fri Nov 07, 2008 10:54 am
- Forum: Compressed files and methods
- Topic: Unreal 1998 beta (PC) .u [oldunreal.com beat me to it]
- Replies: 17
- Views: 9152
Re: Unreal 1998 beta (PC) .u
Those are example 3D models from Unreal 1 (final, not Beta) to compare to the Beta .u for exporting them. The beta "UnrealI.u" is seen above. Currently there is no means to export mesh data from the Unreal Beta UnrealI.u main data file because the data file format is radically different an...
- Mon Nov 03, 2008 8:00 am
- Forum: Audio file formats
- Topic: Dead Space Audio File.
- Replies: 77
- Views: 49452
Re: Dead Space Audio File.
STR can refer to "Stream" and "SBNK" is most often a reference to "Sound Bank". I'll give a look-see.
I can hear music when trying to read it as raw music but it is too noisy. A little more would need to be done to convert this properly.
I can hear music when trying to read it as raw music but it is too noisy. A little more would need to be done to convert this properly.
- Fri Oct 31, 2008 9:39 pm
- Forum: Compressed files and methods
- Topic: Unreal 1998 beta (PC) .u [oldunreal.com beat me to it]
- Replies: 17
- Views: 9152
Re: Unreal 1998 beta (PC) .u
Here's the main UnrealI.u
UnrealI.u
And here are some mesh samples to get an idea of the format. I'm trying hard to export the data and animation .3D files from Unreal Beta
Example Meshes
One of the mesh files I'm trying to get to is ChameleonM from the beta UnrealI.u.
UnrealI.u
And here are some mesh samples to get an idea of the format. I'm trying hard to export the data and animation .3D files from Unreal Beta
Example Meshes
One of the mesh files I'm trying to get to is ChameleonM from the beta UnrealI.u.
- Sun Oct 26, 2008 4:27 am
- Forum: Compressed files and methods
- Topic: Unreal 1998 beta (PC) .u [oldunreal.com beat me to it]
- Replies: 17
- Views: 9152
Re: Unreal 1998 beta (PC) .u
Ok, I'm able to extract textures and scripts and sounds. Perhaps even music.
The last step is... extracting LODMeshes...
Apparently 1998 .u files do not compress data so perhaps one could make a file ripper?
The last step is... extracting LODMeshes...
Apparently 1998 .u files do not compress data so perhaps one could make a file ripper?
- Sun Oct 26, 2008 4:24 am
- Forum: 3D/2D models
- Topic: Atlus's .PB (3D model format)
- Replies: 49
- Views: 21512
Re: Atlus's .PB (3D model format)
Yes. Hm... some say this is normal with Vista, they say it should work anyways... huh...
- Wed Oct 22, 2008 1:06 am
- Forum: 3D/2D models
- Topic: Atlus's .PB (3D model format)
- Replies: 49
- Views: 21512
Re: Atlus's .PB (3D model format)
Strangely the problem has become centralized with SHLWAPI.DLL and IEFRAME.DLL. The other problems however are gone.
- Sun Oct 05, 2008 9:26 pm
- Forum: 3D/2D models
- Topic: Atlus's .PB (3D model format)
- Replies: 49
- Views: 21512
Re: Atlus's .PB (3D model format)
The new one is giving me trouble too. O_o
- Fri Oct 03, 2008 8:56 pm
- Forum: Audio file formats
- Topic: The World Ends With You (NDS) sound package
- Replies: 21
- Views: 8248
Re: The World Ends With You (NDS) sound package
I guess you missed the whole... Oops! Forgot to say this, sorry! Leave out the "-x" option! Without it, it converts the streams and wavesamples to WAV making them all playable! I have tested this and all sounds are extracted and playable. Voices work just fine! XD you didn't have to look f...
- Fri Oct 03, 2008 8:48 pm
- Forum: 3D/2D models
- Topic: Atlus's .PB (3D model format)
- Replies: 49
- Views: 21512
Re: Atlus's .PB (3D model format)
Yes, I use Vista. Is that the problem?
- Fri Oct 03, 2008 1:42 am
- Forum: 3D/2D models
- Topic: Atlus's .PB (3D model format)
- Replies: 49
- Views: 21512
Re: Atlus's .PB (3D model format)
Now it crashes... O_o
"Warning: At least one module has an unresolved import due to a missing export function in a delay-load dependent module." In Dependency Walker. What a weird thing it keeps doing...
IEFRAME:
#160, #159, #141
SHLWAPI:
#467
Well, much was resolved at least.
"Warning: At least one module has an unresolved import due to a missing export function in a delay-load dependent module." In Dependency Walker. What a weird thing it keeps doing...
IEFRAME:
#160, #159, #141
SHLWAPI:
#467
Well, much was resolved at least.
