Offtopic: Into Commodore 64 (6502) coding, pixeling or music?
Xentax is looking for new members for the C64 activities!
Just drop us a message at forum@xentax.com and join the Scene Team!

Forum rules: Click here

Halo Online [.dat]

The Original Forum. Game archives, full of resources. How to open them? Get help here.
Post Reply
User avatar
durandal217
veteran
Posts: 91
Joined: Tue Jul 17, 2012 3:52 am
Has thanked: 16 times
Been thanked: 10 times

Halo Online [.dat]

Post by durandal217 » Wed Apr 01, 2015 6:21 pm

Hi guys, I was wondering if anyone would help me in getting these .dat files from Halo Online unpacked. the game uses a mixture of .Map and .Dat files. Typically the .map archives would contain all of the games resources, however Saber Interactive decided to mix this all up by making the .map files a cache for the .dat files.

What i'm honestly after is the sound effects in the game, so far digging through the hex I've been unable to figure out what type of format the audio may be in which has lead me here to first crack the .dat archive.

Here is a screenshot of the audio.dat hex, here is a small sample also.

http://i.imgur.com/Pnp7Ukq.png
You do not have the required permissions to view the files attached to this post.

User avatar
cra0
ultra-veteran
ultra-veteran
Posts: 432
Joined: Fri Apr 27, 2012 9:37 am
Has thanked: 29 times
Been thanked: 184 times
Contact:

Re: Halo Online [.dat]

Post by cra0 » Thu Apr 02, 2015 9:21 am

Its compressed

32byte header followed by compressed chunk data
00 00 00 00 E0 65 DC 11 01 07 00 00 00 00 00 00
1B 93 92 CC 1B 63 D0 01 00 00 00 00 00 00 00 00

-edit-
ill see what else i can dig up shortly

Code: Select all

typedef struct
{
    uint32  blankMagic;
    uint32  dTOC_ptr;
    uint32  dTOC_entryCount;
    uint32  unkVarA;
} datHeader;

typedef struct
{
    uint32  toc_entryPtr;
} toc_entry;

typedef struct
{
    local int i;
    for(i = 0; i < f_header.dTOC_entryCount; i++)
    {
        toc_entry   entry;
    }
} datTOC;
Toc is at the bottom of the file for audio.dat its at DEC (299656672)
toc = table of content


k got em fsb banks dat tool coming soon
Image

User avatar
cra0
ultra-veteran
ultra-veteran
Posts: 432
Joined: Fri Apr 27, 2012 9:37 am
Has thanked: 29 times
Been thanked: 184 times
Contact:

Re: Halo Online [.dat]

Post by cra0 » Fri Apr 03, 2015 11:48 am

Crude release for quick unpack
http://dev.cra0kalo.com/?p=315

User avatar
durandal217
veteran
Posts: 91
Joined: Tue Jul 17, 2012 3:52 am
Has thanked: 16 times
Been thanked: 10 times

Re: Halo Online [.dat]

Post by durandal217 » Fri Apr 03, 2015 5:39 pm

You are a scholar and a saint my friend THANK YOU! Ill be waiting for that FSB tool!

User avatar
durandal217
veteran
Posts: 91
Joined: Tue Jul 17, 2012 3:52 am
Has thanked: 16 times
Been thanked: 10 times

Re: Halo Online [.dat]

Post by durandal217 » Sun Apr 05, 2015 5:12 am

I've been looking though the dat chuck files since yesterday but something eludes me. Are the FSB files still compressed? I thought until the tool was release I might be able to convert sounds the hard way by hex searching, but upon scanning through the files... I can't seem to find the FSB hex tag normally seen in FSB archives.

User avatar
cra0
ultra-veteran
ultra-veteran
Posts: 432
Joined: Fri Apr 27, 2012 9:37 am
Has thanked: 29 times
Been thanked: 184 times
Contact:

Re: Halo Online [.dat]

Post by cra0 » Sun Apr 05, 2015 5:31 am

durandal217 wrote:I've been looking though the dat chuck files since yesterday but something eludes me. Are the FSB files still compressed? I thought until the tool was release I might be able to convert sounds the hard way by hex searching, but upon scanning through the files... I can't seem to find the FSB hex tag normally seen in FSB archives.
If you extract audio.dat there are FSB files in there just open the outputted .dat files in a hex editor u will see a FSB signature at the top

Image

User avatar
durandal217
veteran
Posts: 91
Joined: Tue Jul 17, 2012 3:52 am
Has thanked: 16 times
Been thanked: 10 times

Re: Halo Online [.dat]

Post by durandal217 » Mon Apr 06, 2015 4:18 am

Thank for that, I found them, however I've gone through all 1700 files from audio.dat and I've only found less then a quarter of FSB files. It doesn't seem like everything is there, is there perhaps another format i'm missing, or could the rest of the sound files be in resources.dat?

User avatar
cra0
ultra-veteran
ultra-veteran
Posts: 432
Joined: Fri Apr 27, 2012 9:37 am
Has thanked: 29 times
Been thanked: 184 times
Contact:

Re: Halo Online [.dat]

Post by cra0 » Mon Apr 06, 2015 5:00 am

No they are there just there is another layer of compression ontop of that will have a look later this week.

notice the 0xFF in all the files
Image

It's prob lzma or xmem or something

User avatar
durandal217
veteran
Posts: 91
Joined: Tue Jul 17, 2012 3:52 am
Has thanked: 16 times
Been thanked: 10 times

Re: Halo Online [.dat]

Post by durandal217 » Wed Apr 15, 2015 5:46 pm

Hello just wondering if there has been any progress on the tools yet?

Pepper
mega-veteran
mega-veteran
Posts: 278
Joined: Thu Apr 17, 2008 3:48 am
Has thanked: 47 times
Been thanked: 38 times

Re: Halo Online [.dat]

Post by Pepper » Thu Apr 16, 2015 10:09 pm

Alot of the files that arent fsb are mpeg (v1, not mp3) audio, rename .mpg and open in almost anything

http://i.imgur.com/D6PnrVi.jpg

infact, seems to be one of the standard fsb audio format compression used, but without fsb header.

User avatar
durandal217
veteran
Posts: 91
Joined: Tue Jul 17, 2012 3:52 am
Has thanked: 16 times
Been thanked: 10 times

Re: Halo Online [.dat]

Post by durandal217 » Fri Apr 17, 2015 6:02 am

WOW. I can't believe I missed that thanks Pepper.

Pepper
mega-veteran
mega-veteran
Posts: 278
Joined: Thu Apr 17, 2008 3:48 am
Has thanked: 47 times
Been thanked: 38 times

Re: Halo Online [.dat]

Post by Pepper » Sat Apr 18, 2015 12:30 am

durandal217 wrote:WOW. I can't believe I missed that thanks Pepper.
yup. one of the reasons I always just try to import as raw data and see if it looks right-ish. It's an easy step to not do, because almost all common audio files have a legible header. RIFF, VORBIS, LAME, etc. but when I dragged it into goldwave to test as rawdata it just instantly recognized it without even asking for playback rate and etc

Post Reply