GRINSPANKER13 wrote:Ekey wrote:.drm index files not compressed, only chunks data provided by DRM index
Ekey,
I'm looking for all the resource names and ids, like Cloth, Herbs...etc, and I'm not sure if they are in these tiger files.
I understand the file names are all saved as hashes in the entry table, but is there a way to decode them?
For example, in the gamesave Cloth's hash is 0x4D826A39, but I'm looking for all the others.
I'm not sure if they are hashes for the resource name, or just a unique id they were assigned.
I have coded up a little program to read the tiger file for the xbox 360.
I just don't know what to do with the DRM files after unpacking them.
Any help would be appreciated, thanks!
Thanks for the unpacker EKey!
Everything apart from in-game voice overs are stored in Bigfile.000.tiger, Bigfile.001.tiger. You can't exactly decode the hash, the only way to obtain the filenames is to create a dumper that dumps filenames before the hash is generated within the engine. This is much easier to do on PC. Once the filenames are known it's a case of generating the hash then comparing it.
To clarify, the save-game hashes for weapons/collectibles etc have nothing to do with bigfile entry hashes, they're two completely different things.
Bigfile (Contains .MUL files, DRM Section info)
.MUL -> Audio files (in-game music)
.DRM->(Contains pointers to various files within the Bigfile a specific DRM uses. This could be textures, models, sound effects, scripts etc..)
So you have to read the DRM section table and decompress anything that's compressed (It will be ZLIB compressed for some sections).
We just need a tool that dumps the DRM sections.
I'm working on the model importer, I just need Lara's model correctly extracted since there are some problems at the moment, it would help me confirm a few things.
Regards.