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- 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...
- 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...
- 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
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
- 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
supports also the compressed files and files till 4 gigabytes
- 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
don't worry I have updated it :)
http://aluigi.org/papers/bms/king_arthur.bms
- 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
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
- 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
keep me update if will be released new versions of the KOM archives
- 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
P.S.: sorry for the 3 updated threads but these are all the threads opened about the same argument
- 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
keep me update if will be released new versions of the KOM archives
- 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 ...
- 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
- 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...
- 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- 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...
- 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...
