Search found 1910 matches

by aluigi
Sun Sep 26, 2010 5:40 pm
Forum: Game Archive
Topic: Star Wars: The Clone Wars - Repulic Heroes *.rkv
Replies: 16
Views: 11992

Re: Star Wars: The Clone Wars - Repulic Heroes *.rkv

would be cool to know also what algorithm is type 1. in short in the binary x86 code that handles the compressed files (GameRoom was my "subject") there is only support for type 2 (lzf) which means that any other value is considered an error and being the rkv files part of a library (M$ Li...
by aluigi
Sun Sep 26, 2010 10:35 am
Forum: Game Archive
Topic: Blade Kitten .rkv
Replies: 12
Views: 4348

Re: Blade Kitten .rkv

in quickbms it's needed to enable a thing in the source code (a #define) and recompiling it to allow the usage of 64bit numbers obviously with all the downsides of slowness and possibly lack of compatibility in some things. anyway quickbms will remain ever at 32bit because there is absolutely no nee...
by aluigi
Sat Sep 25, 2010 7:52 pm
Forum: Game Archive
Topic: Blade Kitten .rkv
Replies: 12
Views: 4348

Re: Blade Kitten .rkv

the compression for the type 2 (the only one I have found and also the only one accepted in the executable of the games that use this format) is LZF, script here:
http://aluigi.org/papers/bms/rkv.bms

seems that this RKV format is used for Windows Live games, so it could be used even more in future
by aluigi
Sat Sep 25, 2010 7:50 pm
Forum: Game Archive
Topic: Star Wars: The Clone Wars - Repulic Heroes *.rkv
Replies: 16
Views: 11992

Re: Star Wars: The Clone Wars - Repulic Heroes *.rkv

http://aluigi.org/papers/bms/rkv.bms
supports also the compressed files and files till 4 gigabytes
by aluigi
Fri Sep 17, 2010 7:49 pm
Forum: Game Archive
Topic: King Arthur
Replies: 7
Views: 2314

Re: King Arthur

the key is still the same, the only difference is that this one is a single file and not an archive like the pack/zip files for which the script was created.

don't worry I have updated it :)
http://aluigi.org/papers/bms/king_arthur.bms
by aluigi
Fri Sep 17, 2010 5:13 pm
Forum: Game Archive
Topic: The Void / Tension Bigfiles(.vfs) - Partial .bms Script done
Replies: 16
Views: 7053

Re: The Void / Tension Bigfiles(.vfs) - Partial .bms Script

*edit*
ok I have noticed that you wrote you have version 0.4.6a that is the latest at the moment and same for the bms script, so don't know what else to suggest because here I don't have problems with that file
by aluigi
Sun Aug 01, 2010 7:09 pm
Forum: Game Archive
Topic: Elsword .KOM files
Replies: 3
Views: 4219

Re: Elsword .KOM files

update: you need quickbms 0.4.6a and the kom.bms script.

keep me update if will be released new versions of the KOM archives
by aluigi
Sun Aug 01, 2010 7:02 pm
Forum: Game Archive
Topic: extract *.kom files
Replies: 3
Views: 1529

Re: extract *.kom files

update: you need quickbms 0.4.6a and the kom.bms script.

P.S.: sorry for the 3 updated threads but these are all the threads opened about the same argument
by aluigi
Sun Aug 01, 2010 7:01 pm
Forum: Game Archive
Topic: Grand Chase .KOM files
Replies: 4
Views: 2588

Re: Grand Chase .KOM files

update: you need quickbms 0.4.6a and the kom.bms script.

keep me update if will be released new versions of the KOM archives
by aluigi
Sun Aug 01, 2010 3:09 pm
Forum: Compressed files and methods
Topic: QuickBMS help?
Replies: 2
Views: 1384

Re: QuickBMS help?

for the interpretation of the results received by peid krypto you must refer to its manual. I suggest you to make the test also with signsrch to know if the results and the signatures match now if you want to set a binary key there is no problem because the key in the Encryption field is handled as ...
by aluigi
Wed Jul 28, 2010 6:35 pm
Forum: Game Localization
Topic: Telltale and Gametap - extract to translate
Replies: 620
Views: 251808

Re: Telltale and Gametap - extract to translate

the game key of PA is already supported in the latest version of ttarchext, so is better if you redownload it
by aluigi
Wed Jul 28, 2010 5:58 pm
Forum: Code Talk
Topic: Rebuilding archives with QuickBMS
Replies: 15
Views: 10442

Re: Rebuilding archives with QuickBMS

first an update for my previous post: both the "exception" have been solved some versions ago, indeed quickbms supports a complete crc engine (plus tons of hashing algorithms) and supports also some recompression algorithms (zlib, xmem, lzo and so on). instead now I want to talk about a fe...
by aluigi
Wed Jul 28, 2010 9:02 am
Forum: Game Archive
Topic: Brunhilda and the Dark Crystal *.pac can't be extracted
Replies: 1
Views: 987

Re: Brunhilda and the Dark Crystal *.pac can't be extracted

script for QuickBMS:

Code: Select all

filexor 0xff
get FILES long
for i = 0 < FILES
    get NAMESZ short
    getdstring NAME NAMESZ
    get OFFSET long
    get SIZE long
    log NAME OFFSET SIZE
next i
by aluigi
Tue Jul 27, 2010 7:44 pm
Forum: Game Archive
Topic: Help on *.rdp File with ELF header
Replies: 4
Views: 1707

Re: Help on *.rdp File with ELF header

that file is only a container, the index file is another one. the index is a file that contains all the names of the archived files plus their offsets and sizes so should be enough small and easy to find (it should contain some ".wav" strings in it). if you can't find it post here the full...
by aluigi
Tue Jul 27, 2010 9:00 am
Forum: Compressed files and methods
Topic: Xbox 360 .bnk files
Replies: 9
Views: 4872

Re: Xbox 360 .bnk files

the files are extracted perfectly, the problems are just the files: - the headers are all in big endian so the PC tools can't work on them directly - the smaller wav files don't specify the codec used (0xffff) so I don't know if they are xma - I don't know if those that specify the xma2 codec (0x166...