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Tatsunoko vs Capcom (Wii)

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Tatsunoko vs Capcom (Wii)

Post by TheLeader » Mon Jan 12, 2009 1:24 pm

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Re: Tatsunoko vs Capcom (Wii)

Post by Vash » Tue Jan 13, 2009 5:35 pm

I did watch them too a while ago..yes, the archive structure is very easy but files seems to be compressed with ZLS but without a debugger, or at least a decompressed file........ :(

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Re: Tatsunoko vs Capcom (Wii)

Post by TheLeader » Thu Jan 15, 2009 10:28 am

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Re: Tatsunoko vs Capcom (Wii)

Post by chrrox » Fri Jan 16, 2009 9:54 pm

I believe Naruto uses the same fpk files as this game and naruto actually includes all the un compressed files as well as the compressed files. It even includes the bat file they use to compress them into one file all that was missing was fpack.exe.
Hope this helps I can upload the files in both forms if it would help crack this format.

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Re: Tatsunoko vs Capcom (Wii)

Post by TheLeader » Sat Jan 17, 2009 7:28 pm

It couldn't hurt. I take it that format was never figured out either?

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Re: Tatsunoko vs Capcom (Wii)

Post by chrrox » Sat Jan 17, 2009 10:02 pm

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Re: Tatsunoko vs Capcom (Wii)

Post by TheLeader » Sat Jan 17, 2009 10:37 pm

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Re: Tatsunoko vs Capcom (Wii)

Post by chrrox » Tue Apr 28, 2009 4:05 am

Here is the file format

Code: Select all

1st 4 bytes magic number
2nd set of bytes total files in archive
4 unkown bytes
4 unkown bytes
starts with file name string 32 bytes long remove trailing 0's
4 dummy bytes
4 bytes file offset
4 bytes compresed size
4 bytes un compressed file size
string file name
The values to get location and size are not reversed like in most other archives.
now we just need to identify the compression.
Here is a compressed and un compressed set of files.
http://www.MegaShare.com/822675

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Re: Tatsunoko vs Capcom (Wii)

Post by chrrox » Sun May 03, 2009 2:08 pm

so this is a big edian archive and also here is some more info on the compression.
http://www.emutalk.net/showthread.php?p=421720

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Re: Tatsunoko vs Capcom (Wii)

Post by chrrox » Thu May 21, 2009 6:34 pm

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Re: Tatsunoko vs Capcom (Wii)

Post by chrrox » Tue Jun 02, 2009 2:42 am

this extracts the files can anyone help with the decompression lzss almost seems to work.

Code: Select all

get IDSTRING long
endian BIG
get FILES long
get NULL long
get ARCSIZE long
endian little
for i = 0 < files
getdstring NAME 0x24
endian BIG
get OFFSET long
get ZSIZE long
get SIZE long
endian little
log NAME OFFSET ZSIZE
#comtype lzss
#clog NAME OFFSET ZSIZE SIZE
next i

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Re: Tatsunoko vs Capcom (Wii)

Post by chrrox » Mon Jun 08, 2009 10:39 pm

Here is the ram dump of a psp during the fpk unpacking which is the same as in this game.
searching for fpk I found an interesting section that may provide some light on this format.
http://delete.MegaShare.com/?id=1036749 ... 7f533b36e3
and here is a small section attached here that seemed to stand out.
You do not have the required permissions to view the files attached to this post.

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Re: Tatsunoko vs Capcom (Wii)

Post by Rheini » Tue Jun 09, 2009 1:13 pm

Unfortunately most people use a custom LZSS with some parameters changed, this might be the cause that it doesn't fully work.

EDIT: Indeed this is a quite strange encoding.

EDIT2: This drives me round the bend, I can't recognize anything.
Image
Obviously a 1 encodes a literal byte.
No matter how offset and length are encoded (tried with 1,2,3 bytes), it doesn't match for the following bytes.

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Re: Tatsunoko vs Capcom (Wii)

Post by aluigi » Tue Jun 09, 2009 3:02 pm

@rheini
do you have a list of games that use modified lzss parameters (N, F and THRESHOLD) and these customized values?
if I'm not in error I saw only a customized N value one time (I don't remember well) but for the rest I have never seen games which use the LZSS algorithm with customized F and THRESHOLD values.

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Re: Tatsunoko vs Capcom (Wii)

Post by Rheini » Tue Jun 09, 2009 3:07 pm

Settlers 2 games use custom LZSS, think it was N=10,F=4,T=3 (which is totally senseless, since it wastes 2 bits)
You can not only change those parameters.
Sometimes the bit semantic is changed (0 representing a literal byte) and offset/length encoding differs.
Furthermore how the sliding window is initialized is arbitrary.

EDIT: Also this file here, what a strange reference:
Image
3 literal bytes, followed by a reference. But it can only reference to the single '-' read before.
If FF F8 4B is the reference 0A and 3F would have to be literals, but 3F is not present in the decompressed data.

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