Read or post about compression. And decompression. Or ask questions how to decompress your files.
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rengareng
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by rengareng » Wed Jul 20, 2011 1:42 pm
hi,
this file from original release of the game. there is 2 different header for files.
resources\Localized\Audio\English.dsPack file:
other files in resources\ has
. there is I think there is only little endian and big endian difference.
and example file:
DOWNLOAD sample preload.dsPack file
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bugmenotty
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by bugmenotty » Mon Jan 16, 2012 10:09 pm
I can't believe no one has managed to create an extractor for the game. I checked out english.dspack and found the file listing at offset 0x2506D6. The archive contains over 2000 uncompressed mp3-files with wave headers (160kbps, mono, 48khz). The same goes for audio.dspack. I extracted one file manually with a hex editor and it plays fine.
I checked out resource.dspack and that one seems to be compressed. The end of the file seems to contain the dictionary, at least the many word fragments I found give me the impression. I'm not knowledgeable enough to identify the compression algorithm, but may be someone can take it from here and finally decipher these files.
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bugmenotty
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by bugmenotty » Sun Jan 22, 2012 11:14 am
Funny that no one seems to be able to extract the uncompressed archives. Well, I wrote my own extractor in the meantime so never mind.
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aluigi
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by aluigi » Sun Jan 22, 2012 12:41 pm
some time ago I wrote a work-in-progress script for extracting the uncompressed files from F3AR so I have just replaced the clog command with a log one (after all if I don't know the algorithm I can do nothing so extract them compressed) for allowing it to work:
http://aluigi.org/papers/bms/f3ar_prebuild.bms
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bugmenotty
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by bugmenotty » Sun Jan 22, 2012 1:28 pm
I tried both of your Fear 3 scripts on the retail version and not a single one extracts. On audio.dspack the extraction of crc.map errors out with the following message:
"Error: the specific offset can't be reached"
Since the audio-archives are not compressed, there's not much to figure out. I already have the files extracted with generic filenames. Now all I need to do is to read the names and directory structure from the archive.
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finale00
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by finale00 » Thu Feb 16, 2012 6:42 pm
Maybe bugmenotty would like to share his source since it works?
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Pepper
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by Pepper » Tue Feb 21, 2012 4:15 am
If you read, he extracted the audio files. (uncompressed ones) any wave/mp3 scanner does that just fine.
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finale00
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by finale00 » Tue Feb 21, 2012 4:25 am
Didn't read his second post. thought he meant it was easy and was surprised that no one has figured it out.
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aluigi
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by aluigi » Sun Mar 04, 2012 10:09 pm
I have seen no threads related to this argument on encode.ru.
anyway I have doubts about someone there who would like to spend time on this algorithm without even having a precompiled code to check (game + exact location of the algorithm)
about the nickname banning I don't know the policy here but I understand the frustration of being obligated to register anywhere (forums and bug trackers) only to say one thing.
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Akramma
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by Akramma » Fri May 15, 2020 7:56 pm
Did you guys extract all the sounds from the Audio file? I would like to get the multiplayer voicelines
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ZachFett
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by ZachFett » Sat Sep 26, 2020 2:34 am
Akramma wrote: ↑Fri May 15, 2020 7:56 pm
Did you guys extract all the sounds from the Audio file? I would like to get the multiplayer voicelines
Do you still need these? I successfully extracted them with a program I found called "Game Extractor".