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- Sun Dec 20, 2009 9:20 pm
- Forum: Game Archive
- Topic: King Arthur
- Replies: 7
- Views: 2314
Re: King Arthur
unfortunately UI\Files.pak doesn't contain files in crypted mode, that's the cause of the problems. well seems that the only thing to do for this file would be handling it in the correct way but I can't help at the moment with the full reversing of the format. maybe if I will add a getbits function ...
- Sun Dec 20, 2009 6:15 pm
- Forum: Game Archive
- Topic: Soul Calibur 4
- Replies: 183
- Views: 141719
Re: Soul Calibur 4
The contents of this post was deleted because of possible forum rules violation.
- Sun Dec 20, 2009 5:42 pm
- Forum: Game Archive
- Topic: Soul Calibur 4
- Replies: 183
- Views: 141719
Re: Soul Calibur 4
an idea, in the meantime that I solve the technical doubts why not using directly the xbdecompress.exe tool?
it works perfectly so who cares? :)
it works perfectly so who cares? :)
- Sun Dec 20, 2009 5:32 pm
- Forum: Game Archive
- Topic: Soul Calibur 4
- Replies: 183
- Views: 141719
Re: Soul Calibur 4
just for keeping the thread updated, I have been able to successfully decompress the 0x0FF512EE files but still no luck with the 0x0FF512ED ones
- Sun Dec 20, 2009 5:20 pm
- Forum: Game Archive
- Topic: Burnout Paradise (SNS) file format?
- Replies: 8
- Views: 8281
Re: Burnout Paradise (SNS) file format?
I don't know what's the job of the bundle/bnd2 files anyway for who is interested the following is a a simple quickbms script, maybe someone will find a meaning in the extracted data: idstring bnd2 goto 0x10 get FILES long get DUMMY long get OFFSET long goto 0x30 for i = 0 < FILES getdstring DUMMY 1...
- Sun Dec 20, 2009 5:09 pm
- Forum: Game Archive
- Topic: Venetica xbox360 .xrz
- Replies: 6
- Views: 2019
Re: Venetica xbox360 .xrz
and the following is the quickbms script which does the job: http://aluigi.org/papers/bms/xcompress_file.bms it should work with all the 0x0FF512EE (0F F5 12 EE) files but does NOT work with the tdecode files which have the signature 0x0FF512ED. luckily the tdecode file seems to be related to text o...
- Sun Dec 20, 2009 4:39 pm
- Forum: Game Archive
- Topic: Venetica xbox360 .xrz
- Replies: 6
- Views: 2019
Re: Venetica xbox360 .xrz
finally I'm near to a solution for these files, everything was written in xcompress.h
stay tuned for the updates
stay tuned for the updates
- Sun Dec 20, 2009 3:25 pm
- Forum: Game Archive
- Topic: Venetica xbox360 .xrz
- Replies: 6
- Views: 2019
Re: Venetica xbox360 .xrz
this is an usual "0f f5 12 e?" archive (used also in various other games), there is no solution for it yet
- Sun Dec 20, 2009 12:54 am
- Forum: Game Archive
- Topic: King Arthur
- Replies: 7
- Views: 2314
King Arthur
I guess that the demo of 2 gigabytes (what???) will not pass unobserved so I have decided to take a look at the PAK archives of this game because I was enough sure that now or later this thread would have been opened by someone else :) *update* use QuickBMS 0.3.12 http://aluigi.org/papers/bms/king_a...
- Sat Dec 19, 2009 9:44 pm
- Forum: Game Archive
- Topic: Tinker .dat file
- Replies: 5
- Views: 2503
Re: Tinker .dat file
for executing the same command over multiple files exists the comfortable "find" tool which does the job. it's a command-line tool derived from unix (findutils) and that has been ported also on windows. you can find some useful info and examples here: http://forum.xentax.com/viewtopic.php?...
- Sat Dec 19, 2009 8:23 pm
- Forum: Game Archive
- Topic: Tinker .dat file
- Replies: 5
- Views: 2503
Re: Tinker .dat file
http://aluigi.org/papers/bms/tinker.bms
remember that you need QuickBMS 0.3.11 that I have released just yesterday (what a luck ih ih ih)
remember that you need QuickBMS 0.3.11 that I have released just yesterday (what a luck ih ih ih)
- Sat Dec 19, 2009 5:14 pm
- Forum: Game Archive
- Topic: Tinker .dat file
- Replies: 5
- Views: 2503
Re: Tinker .dat file
it's necessary the tinker executable to know the blowfish key used for the filenames
- Fri Dec 18, 2009 1:00 am
- Forum: Game Archive
- Topic: The Saboteur .PCK files
- Replies: 8
- Views: 6016
Re: The Saboteur .PCK files
translation of the format showed by GameZelda in a quickbms script: idstring "1KCP" get unknown long get numDirs long for i = 0 < numDirs get numFiles long get offsetToFileEntries long savepos TMP goto offsetToFileEntries for j = 0 < numFiles get unknown long get size long get offset long ...
- Mon Dec 14, 2009 10:53 pm
- Forum: Miscellaneous
- Topic: Searching for a specific decompiler...
- Replies: 6
- Views: 2997
Re: Searching for a specific decompiler...
if you mean obtaining the original source code (c, c++, delphi and so on) from your executable the answer is no, it's not possible.
exist pseudo decompilers but they are nothing else that the tentative of translating the assembly instructions of the exe in a pseudo C code
exist pseudo decompilers but they are nothing else that the tentative of translating the assembly instructions of the exe in a pseudo C code
- Wed Dec 09, 2009 3:57 pm
- Forum: Game Archive
- Topic: Pfs archive
- Replies: 2
- Views: 1263
Re: Pfs archive
it's a normal zip file with different magic fields.
download my zip.bms script from http://aluigi.org/papers/bms/zip.bms
now open it with notepad and replace the following numbers:
0x0403 with 0x4853
0x0201 with 0x4653
0x0605 with 0x4453
now run it with QuickBMS and that's all :)
download my zip.bms script from http://aluigi.org/papers/bms/zip.bms
now open it with notepad and replace the following numbers:
0x0403 with 0x4853
0x0201 with 0x4653
0x0605 with 0x4453
now run it with QuickBMS and that's all :)
