Search found 1910 matches

by aluigi
Sun Nov 15, 2009 5:18 pm
Forum: Game Archive
Topic: Luminous Arc 1 files
Replies: 8
Views: 3004

Re: Luminous Arc 1 files

good, it will be added in the next version of quickbms
by aluigi
Sun Nov 15, 2009 4:51 pm
Forum: Game Archive
Topic: Luminous Arc 1 files
Replies: 8
Views: 3004

Re: Luminous Arc 1 files

are you aware of other compression algorithms widely used in consoles like this one?
by aluigi
Sun Nov 15, 2009 11:53 am
Forum: Game Archive
Topic: Luminous Arc 1 files
Replies: 8
Views: 3004

Re: Luminous Arc 1 files

if you refer to the files extracted from the BIN archive, no they don't use lzss and they look even not compressed at all
by aluigi
Sun Nov 15, 2009 11:40 am
Forum: Game Archive
Topic: Level- R *.pack Archiv
Replies: 4
Views: 2345

Re: Level- R *.pack Archiv

also this file confirm my theory, the dds starts at offset 0x165 but I can't help more because I don't have the game
by aluigi
Sun Nov 15, 2009 11:31 am
Forum: Compressed files and methods
Topic: nrv2? file compression
Replies: 12
Views: 4871

Re: nrv2? file compression

why not you just use quickbms for the test? comtype XXX get ZSIZE asize math SIZE = ZSIZE math SIZE *= 20 clog "dump.dat" 0 ZSIZE SIZE where XXX in your case must be nrv2b or nrv2d or nrv2e (try all of them in sequence), although I doubt it's nrv and it's probably lzo1x. obviously the inpu...
by aluigi
Fri Nov 13, 2009 4:48 pm
Forum: Game Archive
Topic: Level- R *.pack Archiv
Replies: 4
Views: 2345

Re: Level- R *.pack Archiv

it looks like a charset/substitution algorithm, for example in 96_41.pack seems to be located a DDS image at offset 0x40f where 0xd7 is the byte 0x00 and so on.

in the other file instead there are various 0xa4 bytes so if in reality it's a 0x00 means that it's not a fixed charset but a dynamic one.
by aluigi
Thu Nov 12, 2009 9:34 pm
Forum: Compressed files and methods
Topic: LZSS compressed files in Pokemon Battle Revolution
Replies: 1
Views: 2428

Re: LZSS compressed files in Pokemon Battle Revolution

yes it looks just lzss (although I'm not 100% sure) with the only difference that the initial value of the sliding window doesn't seem to be the classical "space" char but a null one. the following quickbms script does the job: endian big comtype lzss "12 4 2 2 0" idstring LZSS g...
by aluigi
Wed Nov 11, 2009 6:00 pm
Forum: Game Archive
Topic: Call of Duty : MW2 fast file
Replies: 17
Views: 10409

Re: Call of Duty : MW2 fast file

this is NOT a definitive method, I simply told you how I got those 2 files but there is all the rest of the FF archive to figure first
by aluigi
Wed Nov 11, 2009 5:35 pm
Forum: Game Archive
Topic: Call of Duty : MW2 fast file
Replies: 17
Views: 10409

Re: Call of Duty : MW2 fast file

if you watch in 00004015.dat you see a name at offset 0x68 followed by the zlib data, that's the first name of the first dumped file.
the second one is at offset 0x13e
by aluigi
Wed Nov 11, 2009 5:06 pm
Forum: Game Archive
Topic: Call of Duty : MW2 fast file
Replies: 17
Views: 10409

Re: Call of Duty : MW2 fast file

ok, I try. I have used offzip for the job. I didn't know what type of data was contained in the file so I launched offzip in scan mode for checking if there was a zlib block somewhere: offzip -S localized_code_pre_gfx_mp.ff 0 0 and it reported a block at offset 0x4015 so I launched it in scan+extrac...
by aluigi
Wed Nov 11, 2009 4:18 pm
Forum: Game Archive
Topic: Call of Duty : MW2 fast file
Replies: 17
Views: 10409

Re: Call of Duty : MW2 fast file

I simply extracted the first block at offset 0x4015 through a scanning with offzip.
then I opened the extracted file and noticed it had other zlib blocks in it and so I did another scan and renamed the files using the names found in that file before the zlib blocks.
by aluigi
Wed Nov 11, 2009 4:03 pm
Forum: Game Archive
Topic: Call of Duty : MW2 fast file
Replies: 17
Views: 10409

Re: Call of Duty : MW2 fast file

there is a zlib block in the middle which contains the 2 files I have attached.
the rest of the data is unknown, not xor/rot with a fixed byte and if it's compressed it uses an unknown algorithm
by aluigi
Wed Nov 11, 2009 12:44 pm
Forum: Audio file formats
Topic: does anyone have a QSound API overview?
Replies: 7
Views: 2825

Re: does anyone have a QSound API overview?

if can be of any help, yesterday I tried a bit using an experimental tool I wrote some months (years?) ago which is a collection of the same algorithms used in ffmpeg and is usable with raw data but got no results, ever noisy data even when using the EA algorithms.
by aluigi
Wed Nov 11, 2009 12:41 pm
Forum: Game Archive
Topic: Files extractors scripting
Replies: 138
Views: 52778

Re: Files extractors scripting

scanning both offset and zsize is not a problem (although doing it for zsize is useless, use the whole zsize and you are ok) but remains ever the problem of the bad algorithms that crash with invalid data. for example in zlib and deflate there is absolutely no problem, the result will be exactly lik...
by aluigi
Wed Nov 11, 2009 12:37 pm
Forum: Code Talk
Topic: CryptoSys API
Replies: 6
Views: 3970

Re: CryptoSys API

practically zlib (positive windowbits) and deflate (negative windowbits) are the same thing/algorithm, the difference is that zlib adds this 2 bytes header to the compressed data containing some informations like the level of compression used and so on which are stored in these 16 bits (you can chec...