Help us keep the site up! Got some change to spare? Why not donate a few bits and buy us a coffee. Image

Kingdoms of Amalur Reckoning bin and bxml files

Read or post about compression. And decompression. Or ask questions how to decompress your files.
Post Reply
Phnx
ultra-n00b
Posts: 4
Joined: Sat Apr 17, 2010 4:31 pm

Kingdoms of Amalur Reckoning bin and bxml files

Post by Phnx »

Now that we have an archive explorer

http://raptor.cestiny.cz/download/kingd ... actor.html

we have access to all the files inside. There are a lot of bin and bxml files.

http://en.wikipedia.org/wiki/Binary_XML ???

http://bin.fileextensionguide.com ???

I guess they control how the game functions. I'd really love to edit them but they are encrypted and I have no idea where to start. I would really appreciate help with this! :)

Here are two example files from the BigFile_0000.big archive.

http://www.mediafire.com/download/9z3oj ... 2.lua_bxml

http://www.mediafire.com/download/8d545 ... t_init.bin
User avatar
shakotay2
MEGAVETERAN
MEGAVETERAN
Posts: 4131
Joined: Fri Apr 20, 2012 9:24 am
Location: Nexus, searching for Jim Kirk
Has thanked: 1123 times
Been thanked: 2150 times

Re: Kingdoms of Amalur Reckoning bin and bxml files

Post by shakotay2 »

Phnx wrote:I guess they control how the game functions. I'd really love to edit them but they are encrypted and I have no idea where to start. I would really appreciate help with this! :)
The bxml looks like a binary xml file.
You'll need to code a bxml to xml converter and vice versa (means decoder/encoder) if you want to mod the game.

From my experience on another game, ArcaniA, it doesn't work just to edit/repack the binary xml.

(I was a supporter of the ArcaniA Unpacker some years ago and it was a hard task to get it working.

I could give you the link to the unpacker's repository. From the code you could get a clue on how to start
if you are an experienced coder.)
Tuts: a) Bigchillghost, viewtopic.php?f=29&t=17889
b) Extracting simple models: http://forum.xentax.com/viewtopic.php?f=29&t=10894
Some things will never change. [roll]
"You quoted the whole thing, what a mess."
Phnx
ultra-n00b
Posts: 4
Joined: Sat Apr 17, 2010 4:31 pm

Re: Kingdoms of Amalur Reckoning bin and bxml files

Post by Phnx »

Unfortunately I'm no coder. I thought maybe with a little luck a bxml to xml converter/bin editor already exists but I guess it should have been specific to the game anyway.

Also, I found strings like "cheat_add_item" in the exe. Is there any chance to re-activate the dev-mode/console?
User avatar
shakotay2
MEGAVETERAN
MEGAVETERAN
Posts: 4131
Joined: Fri Apr 20, 2012 9:24 am
Location: Nexus, searching for Jim Kirk
Has thanked: 1123 times
Been thanked: 2150 times

Re: Kingdoms of Amalur Reckoning bin and bxml files

Post by shakotay2 »

Phnx wrote:Also, I found strings like "cheat_add_item" in the exe. Is there any chance to re-activate the dev-mode/console?
Again you'll need advanced skills. For the PC version of the game you could search with ollydbg for example for the "entry point" of a dev console. But the existence of such a console is not confirmed nor could anyone use a cheat afaik.

edit: are there other command strings in the exe like exit, quit, give, gold, teleport, debug info, god?
Tuts: a) Bigchillghost, viewtopic.php?f=29&t=17889
b) Extracting simple models: http://forum.xentax.com/viewtopic.php?f=29&t=10894
Some things will never change. [roll]
"You quoted the whole thing, what a mess."
Phnx
ultra-n00b
Posts: 4
Joined: Sat Apr 17, 2010 4:31 pm

Re: Kingdoms of Amalur Reckoning bin and bxml files

Post by Phnx »

kilik
mega-veteran
mega-veteran
Posts: 195
Joined: Sat Dec 08, 2012 11:14 am
Has thanked: 31 times
Been thanked: 4 times

Re: Kingdoms of Amalur Reckoning bin and bxml files

Post by kilik »

any idea about *.ksdf file than'ks
Post Reply