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Search found 1910 matches

by aluigi
Fri Aug 14, 2009 11:44 am
Forum: Game Localization
Topic: Telltale and Gametap - extract to translate
Replies: 620
Views: 266484

Re: Telltale and Gametap - extract to translate

uhmmm I can't help with the tests made on the starting of the game because here it doesn't work as demo so requires login and serial. anyway there are some tests you can do in sequential order: - temporary moving the original 1_WallaceGromit104_pc_data.ttarch in another location (so that it will be ...
by aluigi
Thu Aug 13, 2009 8:32 am
Forum: Game Localization
Topic: Telltale and Gametap - extract to translate
Replies: 620
Views: 266484

Re: Telltale and Gametap - extract to translate

1) bogey man uses -V 8 anyway it's strange that the first 4 bytes of the original packet contain the number 6 (which means version 6) because here I have the number 8. in any case you must use the same version number of pack reported during the extraction so if ttarchext says version 6 then you must...
by aluigi
Sat Aug 08, 2009 12:56 am
Forum: Game Archive
Topic: Cities XL .PAK files
Replies: 39
Views: 20971

Re: Cities XL .PAK files

I have verified the archive and the format is exactly the same of the PAK files.
that small header of 10 bytes you see at the beginning of each file is just a part of the file (just as it's stored) so it's all correct
by aluigi
Fri Aug 07, 2009 6:26 pm
Forum: Game Archive
Topic: Cities XL .PAK files
Replies: 39
Views: 20971

Re: Cities XL .PAK files

ok so dummy must be ignored (because in another archive all the files have it set to 256 so it's not related to the compression of the files). I have updated the quickbms script so that if ZSIZE and SIZE are the same the file is extracted as is. let me know if the extracted file which gave you the p...
by aluigi
Fri Aug 07, 2009 3:29 pm
Forum: Game Archive
Topic: Cities XL .PAK files
Replies: 39
Views: 20971

Re: Cities XL .PAK files

do the following: - open citiesxl.bms with notepad - add the following string "before" the clog command at the end like in the following example: print "%DUMMY% %ZSIZE% %SIZE%" clog NAME OFFSET ZSIZE SIZE - now launch the tool as usual (although would be faster to do it with the ...
by aluigi
Sat Aug 01, 2009 9:35 pm
Forum: Game Localization
Topic: Telltale and Gametap - extract to translate
Replies: 620
Views: 266484

Re: Telltale and Gametap - extract to translate

in these cases the only problem is when the string you want to add is longer than the existent one.
if it's shorter it's enough to put the bytes 0x00 or 0x20 (space) covering the remaining chars of the previous string
by aluigi
Sat Aug 01, 2009 5:31 pm
Forum: Game Localization
Topic: Telltale and Gametap - extract to translate
Replies: 620
Views: 266484

Re: Telltale and Gametap - extract to translate

@TavoT for my curiosity, are you using Vista? because in some cases this operating system has some problem scanning the directories with my code (used in rebuild mode). remember that you can ever recheck the ttarch archive you have just rebuilt simply re-extracting its content in a new folder and co...
by aluigi
Fri Jul 31, 2009 8:57 pm
Forum: Game Localization
Topic: Telltale and Gametap - extract to translate
Replies: 620
Views: 266484

Re: Telltale and Gametap - extract to translate

editing binary data with a text editor is ever a bad idea. luckily notepad++ handles enough well also the binary data (from 0x00 to 0xff) but obviuosly remains the problem of carriage return (0x0d) and line feed (0x0a) due to the usual window and unix mode. so in any case a hex editor is not only su...
by aluigi
Fri Jul 31, 2009 4:11 pm
Forum: Game Localization
Topic: Telltale and Gametap - extract to translate
Replies: 620
Views: 266484

Re: Telltale and Gametap - extract to translate

have you tried something like the following?

Code: Select all

ttarchext -b -V 7 24 c:\0.ttarch c:\folder_where_resides_langddb
by aluigi
Thu Jul 30, 2009 6:30 pm
Forum: Game Archive
Topic: Watchmen - The end is nigh part II
Replies: 7
Views: 2593

Re: Watchmen - The end is nigh part II

it's simple, if you want to see if a file contains one or more zlib/inflate blocks use: offzip -S file.dat 0 0 offzip -z -15 -S file.dat 0 0 the second command with -z -15 is needed in case the first one finds nothing. indeed exist 2 types of "inflate" blocks which are called Zlib (RFC 195...
by aluigi
Thu Jul 30, 2009 6:25 pm
Forum: Compressed files and methods
Topic: Summer Athletics 2009
Replies: 2
Views: 1410

Re: Summer Athletics 2009

the files are nameless and some of them are compressed with an unknown compression algorithm (not zlib,inflate,lzss,lzo,explode). so the following bms script is totally useless but at least can give an idea of the format: comtype ??? # unknown idstring "\xef\xbe\xad\xde" get FILES long get...
by aluigi
Thu Jul 30, 2009 6:02 pm
Forum: Game Archive
Topic: Watchmen - The end is nigh part II
Replies: 7
Views: 2593

Re: Watchmen - The end is nigh part II

the website is up but it's better to use aluigi.org instead of aluigi.altervista.org when linking zip files because that hoster doesn't support direct linking (check on the Referer field).
so the link is http://aluigi.org/mytoolz/offzip.zip
by aluigi
Sun Jul 26, 2009 11:13 am
Forum: Game Archive
Topic: RE5 Benchmark
Replies: 19
Views: 6403

Re: RE5 Benchmark

chrrox, you can optmize that script modifying the DDS header at runtime. so instead of specifying various memory_files with different dds headers it's enough that you specify only one that you can modify at runtime. for example, if you want to put the SIZE variable at offset 0x10 of the dds header: ...
by aluigi
Tue Jul 21, 2009 7:04 pm
Forum: Game Localization
Topic: Telltale and Gametap - extract to translate
Replies: 620
Views: 266484

Re: Telltale and Gametap - extract to translate

I "guess" the priority is given by the filename and so 0.ttarch is read before 0_monkeyisland101_pc_launcheronly.ttarch.
indeed initially I called it 5.ttarch and it didn't work