The Original Forum. Game archives, full of resources. How to open them? Get help here.
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Ekey
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by Ekey » Tue Nov 10, 2015 10:52 am
Code: Select all
struct iDRMHeader
{
uint32_t dwVersion; //16
uint32_t dwStrLength1;
uint32_t dwStrLength2;
uint32_t dwNull1;
uint32_t dwNull2;
uint32_t dwNull3;
uint32_t dwTotalSections;
uint32_t dwLocaleID;
};
struct iDRMEntry
{
uint32_t dwUnknown1;
uint32_t dwType;
uint32_t dwResourceID; //??
uint32_t dwSectionID; //??
uint32_t dwLanguageID;
};
struct iDRMSubEntry
{
uint32_t dwUnknown1;
uint32_t dwNull;
uint32_t dwOffset;
uint32_t dwFlags; // or two uint16_t
uint32_t dwLanguageID;
uint32_t dwSize;
uint32_t dwUnknown2;
};
struct iCDRMHeader
{
uint32_t dwID; //CDRM
uint32_t dwNull1;
uint32_t dwTotalBlocks;
uint32_t dwNull2;
};
struct iCDRMEntry
{
uint32_t dwUnknown;
uint32_t dwBlockZSize;
};
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michalss
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by michalss » Tue Nov 10, 2015 11:15 am
nice, how do you recognize types pls ? ALso is there any existing type list?
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Ekey
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by Ekey » Tue Nov 10, 2015 11:25 am
Code: Select all
0 - Generic Data
1 - Empty Data
2 - Animation
5 - Texture
6 - Sound
7 - DTP Data
8 - Script
9 - Shader
10 - Material
11 - Object
12 - Render Mesh
13 - Collision Mesh
14 - Stream Group List
15 - Trigger Data
Some meshes from mainmenu_larasflat_01.drm can't be loaded.
Section 1138 -
mesh
Section Pack -
meshes - All look like this:

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T0M099
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by T0M099 » Sun Nov 15, 2015 3:45 pm
Hello
I have minimal experience with ripping models and other stuff from games,
but it is possible to extract game models and textures from Xbox One version ?
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michalss
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by michalss » Sun Nov 15, 2015 4:03 pm
T0M099 wrote:Hello
I have minimal experience with ripping models and other stuff from games,
but it is possible to extract game models and textures from Xbox One version ?
No it is not..
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michalss
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by michalss » Tue Nov 17, 2015 2:42 pm
Ekey wrote:Code: Select all
struct iHeader
{
uint32_t dwID; //TAFS
uint32_t dwVersion; // Previous is 3 , Current is 4
uint32_t dwUnknown1;
uint32_t dwTotalFiles;
uint32_t dwUnknown2;
uint8_t iPlatform[32]; //Platform (xenon-w) or (ps3-w) or (pc-w)
};
//Entry stucture for version 3
struct iEntryV3
{
uint32_t dwHash; //Hash of filename
uint32_t dwLanguage;
uint32_t dwSize;
uint32_t dwZSize; //Posible
uint32_t dwFlags; //or two uint16_t
uint32_t dwOffset;
};
//Entry stucture for version 4
struct iEntryV4
{
uint32_t dwHash; //Hash of filename
uint32_t dwLanguage;
uint32_t dwSize;
uint32_t dwZSize; //Posible
uint32_t dwOffset;
uint32_t dwFlags; //or two uint16_t
};
HI Ekey,
Found out something very disturbing. IF you extract archive then all files size does not match the size of archive, not even close. Something very strange happening in there. Can you please double check i cannot figure it out

For example big file with size 298 MB after extraction all files togerther is not even 131 MB of size

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michalss
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by michalss » Tue Nov 17, 2015 3:03 pm
i guess i found it, each tiger file has 2 sets of headers... this is very interesting crap also depending on the size of archive
Any help would be nice

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Gh0stBlade
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by Gh0stBlade » Wed Nov 18, 2015 8:31 pm
michalss wrote:i guess i found it, each tiger file has 2 sets of headers... this is very interesting crap also depending on the size of archive
Any help would be nice

It shouldn't be a problem to extract those files with the information EKey provided. Are you sure you are extracting all of the sections correctly? Also, each file is aligned so there's tons of unused space in those archives which is not extracted or needed to be.
New script update in OP.
Click the thanks button if I helped!
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Ekey
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by Ekey » Wed Nov 18, 2015 8:36 pm
Gh0stBlade wrote:New script update in OP.
File Blocked for Violation.
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michalss
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by michalss » Wed Nov 18, 2015 9:36 pm
Gh0stBlade wrote:michalss wrote:i guess i found it, each tiger file has 2 sets of headers... this is very interesting crap also depending on the size of archive
Any help would be nice

It shouldn't be a problem to extract those files with the information EKey provided. Are you sure you are extracting all of the sections correctly? Also, each file is aligned so there's tons of unused space in those archives which is not extracted or needed to be.
New script update in OP.
Yes im sure, but as i said and also ekey, only base files are getting extracted, rest is data from DRM put in random places in TIGER format, repack is impossible in this case..

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Gh0stBlade
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by Gh0stBlade » Wed Nov 18, 2015 9:59 pm
michalss wrote:Gh0stBlade wrote:michalss wrote:i guess i found it, each tiger file has 2 sets of headers... this is very interesting crap also depending on the size of archive
Any help would be nice

It shouldn't be a problem to extract those files with the information EKey provided. Are you sure you are extracting all of the sections correctly? Also, each file is aligned so there's tons of unused space in those archives which is not extracted or needed to be.
New script update in OP.
Yes im sure, but as i said and also ekey, only base files are getting extracted, rest is data from DRM put in random places in TIGER format, repack is impossible in this case..

Repacking is not impossible, it's just a lot of work to do. The best way to do this is to modify the PATCH tiger files and inject modified DRM files into those. The game will automatically load anything with higher priority in the PATCH tiger files so that way, you can still modify the game without altering the larger bigfiles.
Click the thanks button if I helped!
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michalss
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by michalss » Wed Nov 18, 2015 10:33 pm
Gh0stBlade wrote:
Yes im sure, but as i said and also ekey, only base files are getting extracted, rest is data from DRM put in random places in TIGER format, repack is impossible in this case..

Repacking is not impossible, it's just a lot of work to do. The best way to do this is to modify the PATCH tiger files and inject modified DRM files into those. The game will automatically load anything with higher priority in the PATCH tiger files so that way, you can still modify the game without altering the larger bigfiles.
I sort it already, im specializing on repacking things, this one is bad for this purpose, but on X360 found the way how to make a localization tools and it working just fine... Just glad i did not need to edit fonts, coz it is impossibl, for me, to even found it. I will post it in Tools Forum soon...
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OrangeC
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by OrangeC » Tue Nov 24, 2015 2:59 pm
Anyone success on parsing the MUL files?
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michalss
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by michalss » Tue Nov 24, 2015 7:34 pm
OrangeC wrote:Anyone success on parsing the MUL files?
Nope, very hard, hard format, not even 1 was able to parse it, even aluigi

... I would also need that, but not success at all
