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- 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...
- 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)
the reimport feature works only with native recompressions.Herdell wrote:Anyway to write a reimport script without compression?
I may add it to the next quickbms version but sincerely I don't know because only this game uses it
- 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.
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.
- 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
- 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- 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
http://aluigi.org/papers/bms/asura.bms
- 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
- 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)...
- 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
read the rules before posting
- 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.
- 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...
- 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...
- 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...
- 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.
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.
- 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...
