Search found 1910 matches

by aluigi
Wed Feb 01, 2012 12:44 pm
Forum: Game Archive
Topic: yongshi online
Replies: 8
Views: 1756

Re: yongshi online

it's only a customized zip file: # Yongshi Online (script 0.1.1) # script for QuickBMS http://quickbms.aluigi.org get zip_filesize asize for offset = 0 < zip_filesize idstring "hry" get sign threebyte if sign == 0x030201 # Local file header get flag short get method short get modtime short...
by aluigi
Wed Feb 01, 2012 12:16 pm
Forum: Game Archive
Topic: The Darkness II Demo archives (similar to Dark Sector)
Replies: 33
Views: 13700

Re: The Darkness II Demo archives (similar to Dark Sector)

Herdell wrote:Anyway to write a reimport script without compression?
the reimport feature works only with native recompressions.
I may add it to the next quickbms version but sincerely I don't know because only this game uses it
by aluigi
Tue Jan 31, 2012 8:35 am
Forum: Compressed files and methods
Topic: need help view my topic please
Replies: 4
Views: 1485

Re: need help view my topic please

@finale00
it's only a waste of time to reply to similar people.
this "person" has opened another new thread (the 3rd or 4th?) just some hours ago.
I contact mrmouse to ban him.
by aluigi
Tue Jan 31, 2012 8:33 am
Forum: Game Archive
Topic: NeverDead .asrBE
Replies: 14
Views: 2538

Re: NeverDead .asrBE

I guess that the provided sample was just an xbox360 one, so yes
by aluigi
Tue Jan 31, 2012 8:32 am
Forum: Game Archive
Topic: Crazy Kickers (pc) *.dat Archives
Replies: 1
Views: 680

Re: Crazy Kickers (pc) *.dat Archives

Code: Select all

# Crazy Kickers
# script for QuickBMS http://quickbms.aluigi.org

idstring "Torque"
goto 0x20
get FILES long
goto 0x40
for i = 0 < FILES
    getdstring NAME 0x68
    get OFFSET long
    get SIZE long
    getdstring DUMMY 0x10
    log NAME OFFSET SIZE
next i
by aluigi
Mon Jan 30, 2012 11:28 pm
Forum: Game Archive
Topic: NeverDead .asrBE
Replies: 14
Views: 2538

Re: NeverDead .asrBE

job done, now the script automatically recognizes the endianess of the files:
http://aluigi.org/papers/bms/asura.bms
by aluigi
Mon Jan 30, 2012 5:50 pm
Forum: Game Archive
Topic: Mokuba no Kiseki dat
Replies: 3
Views: 998

Re: Mokuba no Kiseki dat

there was an error in the reading of the filename from the gzip file, now the script is ok
by aluigi
Mon Jan 30, 2012 5:38 pm
Forum: Game Archive
Topic: Kingdoms of Amalur: Reckoning unpacker BigFile_0001.big
Replies: 97
Views: 42357

Re: Kingdoms of Amalur: Reckoning unpacker BigFile_0001.big

as written by the tool the size of the file when compressed is bigger than the original and so it cannot be reimported. remember that the size of the file after your modification MUST be ever smaller or equal than the original. additionally when a file is archived in compressed mode (like this case)...
by aluigi
Mon Jan 30, 2012 11:51 am
Forum: Game Archive
Topic: Little extractor program
Replies: 211
Views: 121589

Re: Little extractor program

@relaxy
read the rules before posting
by aluigi
Mon Jan 30, 2012 11:48 am
Forum: Game Archive
Topic: The Darkness II Demo archives (similar to Dark Sector)
Replies: 33
Views: 13700

Re: The Darkness II Demo archives (similar to Dark Sector)

no, I have not added the recompression algorithm because it comes from a "not widely known" library so I doubt about its usage in more games.
by aluigi
Sun Jan 29, 2012 10:00 pm
Forum: Compressed files and methods
Topic: Driving Speed 2/Pro enc files
Replies: 0
Views: 654

Driving Speed 2/Pro enc files

I have just finished to write a decrypter for the enc files of the following game: http://www.wheelspinstudios.com/drivingspeedpro/index.html http://www.wheelspinstudios.com/drivingspeed2/index.html the wav files are simply xored with 0x27 while for the txt ones has been used a customized tea encryp...
by aluigi
Sat Jan 28, 2012 8:23 pm
Forum: Game Archive
Topic: Mokuba no Kiseki dat
Replies: 3
Views: 998

Re: Mokuba no Kiseki dat

# Mokuba no Kiseki (0.1.1) # script for QuickBMS http://quickbms.aluigi.org comtype gzip idstring "FPAC" get BASE_OFF long math BASE_OFF *= 0x800 for i = 0 get SIZE long if SIZE == 0 cleanexit endif get ZIP short get OFFSET short math OFFSET *= 0x800 math OFFSET += BASE_OFF savepos TMP go...
by aluigi
Sat Jan 28, 2012 7:51 pm
Forum: Game Archive
Topic: Webfoot Technologies FileSystem.pak
Replies: 4
Views: 988

Re: Webfoot Technologies FileSystem.pak

just for completness I post the script regarding the file format, as already said the compression algorithm is the only thing missing. so I repeat, the following script CANNOT be used! comtype "UNKNOWN ALGORITHM!!!" get FILES long for i = 0 < FILES get CRC long get OFFSET long get FILESIZE...
by aluigi
Sat Jan 28, 2012 7:04 pm
Forum: Game Archive
Topic: Webfoot Technologies FileSystem.pak
Replies: 4
Views: 988

Re: Webfoot Technologies FileSystem.pak

I have figured the file format but I don't know what's the compression algorithm.
I have scanned the compressed block with all the over 200 algorithms available in quickbms (which include also something for nintendo) but I got no results so don't have idea.
by aluigi
Sat Jan 28, 2012 6:41 pm
Forum: Game Archive
Topic: Kingdoms of Amalur: Reckoning unpacker BigFile_0001.big
Replies: 97
Views: 42357

Re: Kingdoms of Amalur: Reckoning unpacker BigFile_0001.big

why don't you simply use the reimport feature of quickbms? the script is fully compatible so there are no excuses. read section 3 of quickbms.txt: http://aluigi.org/papers/quickbms.txt read it with attention for real because everything you need to know is already written there and remember to use at...