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braveplayer50
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Juiced .dat/Juiced 2 .jfs archives

Post by braveplayer50 »

Last edited by braveplayer50 on Fri Dec 10, 2021 8:20 am, edited 1 time in total.
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ikskoks
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Re: Juiced .dat files

Post by ikskoks »

You can use offzip to unpack/pack files from these archives
https://aluigi.altervista.org/mytoolz.htm#offzip


Check also the wiki page
http://wiki.xentax.com/index.php/Juiced_DAT
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Re: Juiced .dat files

Post by braveplayer50 »

Do Juiced .dat files have filenames or what?
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Re: Juiced .dat files

Post by ikskoks »

braveplayer50 wrote: Thu Dec 02, 2021 12:22 pm Do Juiced .dat files have filenames or what?
No filenames. Only hashes.
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Re: Juiced .dat files

Post by braveplayer50 »

ikskoks wrote: Thu Dec 02, 2021 12:38 pm
braveplayer50 wrote: Thu Dec 02, 2021 12:22 pm Do Juiced .dat files have filenames or what?
No filenames. Only hashes.
Is there a way to get filenames in dat files?
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Re: Juiced .dat files

Post by ikskoks »

braveplayer50 wrote: Thu Dec 02, 2021 2:21 pm Is there a way to get filenames in dat files?
I have already explained you the method here viewtopic.php?p=175138#p175138
and also on xentax discord server.

Stop asking about the same thing multiple times.
If you need to know the details, just go to tutorials section and try to write a hook function.
Here are links to some articles that may be helpful viewtopic.php?f=29&t=22266

Btw, getting the filenames is not important if your goal is to only modify the game. You don't need filenames for that.
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Re: Juiced .dat files

Post by Ekey »

The hashing algorithm is pretty simple, I'll share the code a bit later :)
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Re: Juiced .dat files

Post by Ekey »

Unpacker for Juiced

Binaries: here
Sources: here
Last edited by Ekey on Sat Dec 04, 2021 4:46 pm, edited 1 time in total.
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Re: Juiced .dat files

Post by Ekey »

Unpacker for Juiced 2: Hot Import Nights

Binaries: here
Sources: here
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Re: Juiced .dat files

Post by SxnnyB »

We have a method of finding the names via nulling the hash and watching for "file not found" flags using procmon. This can actually be helpful for modding as more can be done if names are known.

I have personally logged names for quite a few juiced dats and user mariokart64 has provided us a tool for unpacking, and auto naming once names are logged.

Please join us on the juiced modding discord.
https://discord.gg/pu2jdxR

Edit_1: typo
Last edited by SxnnyB on Mon Dec 06, 2021 6:29 pm, edited 1 time in total.
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Re: Juiced .dat files

Post by SxnnyB »

Ekey, we would love for you to join us as well. Very interested in the work you've shared.
The community has recently been working to build a new modding toolset to work with juiced.
Mariokart64's previously mentioned tool has texture conversion mostly functional and another user "N1ghtmare" has a functional soundtrack replacer going now.

Did you find how the names are stored in relation to the hash values? It's been tedious to log each name manually per dat and I was putting off ui.dat until the end simply for its large amount of files.
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Re: Juiced .dat files

Post by Ekey »

SxnnyB wrote: Mon Dec 06, 2021 6:26 pm Did you find how the names are stored in relation to the hash values? It's been tedious to log each name manually per dat and I was putting off ui.dat until the end simply for its large amount of files.
They are formed in different ways, for example in scripts.dat there is a text file with all filenames in this archive > filelist.txt, there is no such file in all the others archives. I was able to find about 9k files, which is about 60-70% of all files. To find 90-95% you need to complete the whole game, but I'm tooooooooooooooooooooo lazy ass :D

For JC1, I couldn't make a fully working hook, the game crashes after about 5-10 minutes of playing [bruce] . For JC2 the hook works fine :keke:
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