RTL Games (Ski Racing 2005, Alpine Skiing 2006 etc)
RTL Games (Ski Racing 2005, Alpine Skiing 2006 etc)
would be nice with support for this...
The format looks abit like the genereal "PACK" header type archive, however must be slightly different, since it wont open correct.
This sample is from RTL Alpine Skiing 2006
should contain some txt files! and folder layout.
The format looks abit like the genereal "PACK" header type archive, however must be slightly different, since it wont open correct.
This sample is from RTL Alpine Skiing 2006
should contain some txt files! and folder layout.
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- Mr.Mouse
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Okay,I've written a script for it.
Unfortunately, it will extract the files in compressed state. I have not figured out what type of compression they used, might be an altered zip method.
Here's what MultiEx Com gives as specifications:
The BMS script:
And get the BMS file from the attachment. Use it to open the PAK files with MultiEx Commander.
Unfortunately, it will extract the files in compressed state. I have not figured out what type of compression they used, might be an altered zip method.
Here's what MultiEx Com gives as specifications:
Code: Select all
// MexCom - Recreation of pak.bms
// THIS IS AN AUTOMATED SPECIFICATION
// READ WITH CARE
// ----------------------------
// LEGEND
// ----------------------------
// ==> (Jump to offset)
// #DECLARE (Set variable to value)
// $$ CALCULATE (Calculate a new value)
// ** (Section that repeats itself on condition)
// // (Comment)
// uint32{4} (Unsigned 32-bit value, 4 bytes)
// uint16{2} (Unsigned 16-bit value, 2 bytes)
// ubyte{1} (Unsigned 8-bit value, 1 byte)
// char{n} (String value, n bytes in length
// ----------------------------
// Format Specification
FileID 'PACK'
uint32{4} Version
uint32{4} FileNum
uint32{4} TableEnd
** Start Repeated entry (T) {FileNum}
#DECLARE CSO = CURRENT OFFSET
uint32{4} CompressedSize
#DECLARE UCO = CURRENT OFFSET
uint32{4} UncompressedSize
#DECLARE FOO = CURRENT OFFSET
uint32{4} Offset
uint32{4} FilenameOffset
uint32{4} CRC
uint32{4} Method
#DECLARE NextEntry = CURRENT OFFSET
==>FilenameOffset
char{} Filename
// Resources have a name (Filename), are located at Offset and have a size of CompressedSize
==>NextEntry
** End Repeated entry (T)
// ----------------------------
// MexCom - Recreation complete
The BMS script:
Code: Select all
ImpType Standard ;
IDString 0 PACK ;
Get Version Long 0 ;
Get FileNum Long 0 ;
Get TableEnd Long 0 ;
For T = 1 To FileNum ;
SavePos CSO 0 ;
Get CompressedSize Long 0 ;
SavePos UCO 0 ;
Get UncompressedSize Long 0 ;
SavePos FOO 0 ;
Get Offset Long 0 ;
Get FilenameOffset Long 0 ;
Get CRC Long 0 ;
Get Method Long 0 ;
SavePos NextEntry 0 ;
GoTo FilenameOffset 0 ;
Get Filename String 0 ;
Log Filename Offset CompressedSize FOO CSO ;
GoTo NextEntry 0 ;
Next T ;
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not really.. I know Gameextractor almost is able to open them.. But not identifiable by plugins since GE has so many .pak plugins..
Btw donated! Great job on MXC
btw this dll is in gamedir, and ive seen it before! maybe it has something to do with the packfiles?
Attached..
shfolder_x.dll
Btw donated! Great job on MXC
btw this dll is in gamedir, and ive seen it before! maybe it has something to do with the packfiles?
Attached..
shfolder_x.dll
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Last edited by nikita on Sun Dec 11, 2005 10:35 pm, edited 1 time in total.
if just game extractor could identify which plugin it uses!
Right got a memcard.raw. so seems to be a console conversion..
http://wiki.xentax.com/index.php/Skispr ... r_Cup_2005
RTL Pack format.
However seems to be older format
Right got a memcard.raw. so seems to be a console conversion..
http://wiki.xentax.com/index.php/Skispr ... r_Cup_2005
RTL Pack format.
However seems to be older format
- friendsofwatto
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Hi mate,
I will take a look at the file for you - chances are that Game Extractor doesn't decompress the files either.
In regards to finding out the plugin in Game Extractor...
1. If you have the full version, and the archive is savable, then click on the save button and the plugin will be selected on the right.
2. I think you can also select a file on the left, and click the File Information button and it tells you the plugin - I can't remember if this happens or not though
3. If you export the file list, the plugin should be written somewhere near the top of the exported file
4. Not sure what else can be done...
Maybe I will look into adding this in somewhere - I have a lot of things I need to do to Game Extractor but its just a matter of getting time.
WATTO
watto@watto.org
http://www.watto.org
I will take a look at the file for you - chances are that Game Extractor doesn't decompress the files either.
In regards to finding out the plugin in Game Extractor...
1. If you have the full version, and the archive is savable, then click on the save button and the plugin will be selected on the right.
2. I think you can also select a file on the left, and click the File Information button and it tells you the plugin - I can't remember if this happens or not though
3. If you export the file list, the plugin should be written somewhere near the top of the exported file
4. Not sure what else can be done...
Maybe I will look into adding this in somewhere - I have a lot of things I need to do to Game Extractor but its just a matter of getting time.
WATTO
watto@watto.org
http://www.watto.org
Game Extractor - Read and write thousands of game archives!
- aluigi
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I have created the unpacker for all the packages used in the games developed by 49Games: http://www.49games.de
http://aluigi.altervista.org/papers.htm#u49gext
Instead Ski Racing 2005 uses total different formats, the FSB files contain header-less wave files (have not checked if they use strange codecs) while the main .BND file is a Gamebryo format which I don't know what type of data contain..
http://aluigi.altervista.org/papers.htm#u49gext
Instead Ski Racing 2005 uses total different formats, the FSB files contain header-less wave files (have not checked if they use strange codecs) while the main .BND file is a Gamebryo format which I don't know what type of data contain..


