Mr.Mouse , Watto what say guys ?
Snowy - Fish Frenzy - ARF
Snowy - Fish Frenzy - ARF
Nice game and BAD game archives
you will look that it is possible to make in order to take out from there the resources 
Mr.Mouse , Watto what say guys ?
Mr.Mouse , Watto what say guys ?
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- Strobe
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Pictures.
The archive itself contains raw pictures,
(only pictures from what ive seen)
here is an example after some hexxing
(only pictures from what ive seen)
here is an example after some hexxing
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- Strobe
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Analyzed.
Analyzed the archive a bit further.
unfortunately, im kind of bad in explaining things, so
i took a screenshot and tried my best to make an explanation
from what i THINK is a correct interpretation of the format.
unfortunately, im kind of bad in explaining things, so
i took a screenshot and tried my best to make an explanation
from what i THINK is a correct interpretation of the format.
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- friendsofwatto
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Nice work
- at least we know the type of files in there, as I could not find any filenames.
This is the specifications I have thus far - but I havn't coded or tested them yet.
WATTO
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This is the specifications I have thus far - but I havn't coded or tested them yet.
Code: Select all
+--------------------------+
| Snowy: Fish Frenzy *.arf |
+--------------------------+
// ARCHIVE HEADER
2 - Header (AR)
2 - null
4 - Number Of Files
4 - Hash?
4 - Directory Offset
X - Unknown Junk
// DIRECTORY
// for each file
2 - File ID (incremental from 1)
2 - Unknown
4 - File Offset
4 - File Length
4 - Hash
// FILE DATA
// for each file
X - File Datawatto@watto.org
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- Mr.Mouse
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It's easy. The filenames are right under your nose.
The "unknown" chunk is actually the filenames. They are XOR-encrypted and the XOR key is saved right there in the archive, right after the Number of Files.
After the pointer to the resource info offset, comes
The XOR key is 4 bytes in length. To calculate the number of times you should apply the key to the filename in a row.
The remainder of the resourcename is not encrypted (max 3 bytes).
I've coded a MultiEx Commander plugin for these files, to extract the files with the correct filename.
Get the plugin, and create an ARF archive in the data/plugins directory, then store there the Snowy.dll. Start MexCom and enjoy!
The "unknown" chunk is actually the filenames. They are XOR-encrypted and the XOR key is saved right there in the archive, right after the Number of Files.
After the pointer to the resource info offset, comes
Code: Select all
// For each resource
[1] Size of resourcename
[n] Encrypted resourcename
Code: Select all
KeyApplied = (Size of Resourcename - (Size of resourcename MOD 4)) / 4
I've coded a MultiEx Commander plugin for these files, to extract the files with the correct filename.
Get the plugin, and create an ARF archive in the data/plugins directory, then store there the Snowy.dll. Start MexCom and enjoy!
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Last edited by Mr.Mouse on Wed Jan 04, 2006 4:15 pm, edited 1 time in total.
- friendsofwatto
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Ah
I didn't even notice that junk section, I was supposed to come back to it after I worked out the rest of the format, but obviously I didn't
. Good work mate, glad someone was able to correct me.
I will look towards putting this in the next GE update.
WATTO
watto@watto.org
http://www.watto.org
I will look towards putting this in the next GE update.
WATTO
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http://www.watto.org
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- friendsofwatto
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Actually, the headers of the file data are encrypted - you can see the entry I just placed on the wiki. There is a 1-byte value that, if used on the file data, will give back the normal headers. Well, at least it gave me the DDS headers for the files I tried, so I would assume it would work for the other files too.
I think Mr Mouse is correct though, in that the texture data is not encrypted, so there must be some way to distinquish where to start/stop the decryption of the file data.
WATTO
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I think Mr Mouse is correct though, in that the texture data is not encrypted, so there must be some way to distinquish where to start/stop the decryption of the file data.
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OK, it appears as though the first 20 bytes of the file data are XORed, and the remaining bytes are to be read as normal. I have tested it with all the DDS images in the sample archive and it worked fine.
WATTO
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WATTO
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Wow - finally I got one right
- usually I post the specs for something and you correct me.
WATTO
watto@watto.org
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WATTO
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Game Extractor - Read and write thousands of game archives!


