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(PC) Dead Spece 2 (.dat)

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DarkAngel
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(PC) Dead Spece 2 (.dat)

Post by DarkAngel » Sun Jan 23, 2011 5:18 am

Please help me unpack the game files Dead Spece 2. files do not suggest that because they are big.

Cryptonia
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Re: (PC) Dead Spece 2 (.dat)

Post by Cryptonia » Sun Jan 23, 2011 12:27 pm

here a split 150mb and in atachment 35 kb split
http://www.multiupload.com/YEDH3GSJJ8
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OrangeC
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Re: (PC) Dead Spece 2 (.dat)

Post by OrangeC » Sun Jan 23, 2011 4:06 pm

Its actually the same as all visceral games on the 360 version just splitted and with different extensions.

Code: Select all

# Dante's Inferno
# script for QuickBMS http://aluigi.org/papers.htm#quickbms

idstring BIGH
get VIV_SIZE long
endian big
get FILES long
get HEADER_SIZE long
for i = 0 < FILES
    get OFFSET long
    get SIZE long
    get NAME_CRC long
    log NAME_CRC OFFSET SIZE
next i

Unfortunately it will extract without names making it very hard to identify anything, so it is very tedious and disappointing.

Cryptonia
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Re: (PC) Dead Spece 2 (.dat)

Post by Cryptonia » Sun Jan 23, 2011 6:23 pm

okay well in one file i found things like this

Code: Select all

3slo........COHS....RDHS+7.z....|..9...O...O...O^.|.....brute_merged.sbk.shared\audio\docref_banks\0xb6159c6\brte_base_audio_ref\brute_merged.sbk.SBK...COHSh...kapRX......?..sbnk....X...............

OrangeC
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Re: (PC) Dead Spece 2 (.dat)

Post by OrangeC » Sun Jan 23, 2011 6:27 pm

Yes i find those but i think those are imbedded devs assets rather then a file folder structure.

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Re: (PC) Dead Spece 2 (.dat)

Post by Caboose » Sun Jan 23, 2011 8:09 pm

OrangeC wrote:Its actually the same as all visceral games on the 360 version just splitted and with different extensions.

Code: Select all

# Dante's Inferno
# script for QuickBMS http://aluigi.org/papers.htm#quickbms

idstring BIGH
get VIV_SIZE long
endian big
get FILES long
get HEADER_SIZE long
for i = 0 < FILES
    get OFFSET long
    get SIZE long
    get NAME_CRC long
    log NAME_CRC OFFSET SIZE
next i

Unfortunately it will extract without names making it very hard to identify anything, so it is very tedious and disappointing.
This doesn't work for the Xbox 360 version.

OrangeC
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Re: (PC) Dead Spece 2 (.dat)

Post by OrangeC » Sun Jan 23, 2011 9:50 pm

Strange, worked for me

DarkAngel
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Re: (PC) Dead Spece 2 (.dat)

Post by DarkAngel » Mon Jan 24, 2011 8:36 pm

anyone ever get unpacked so that the structure of files and folders was normal

OrangeC
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Re: (PC) Dead Spece 2 (.dat)

Post by OrangeC » Mon Jan 24, 2011 10:19 pm

That would be neat.

sirew
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Re: (PC) Dead Spece 2 (.dat)

Post by sirew » Sun Jan 30, 2011 2:27 pm

is there any way to unpack that file?
edit:I also try dragon unpacker,winrar, 7-zip and it's not working

edit: 31/01/2011 1.45 p.m, yes i i have open it with the quickbms and using dantes inferno script, after i extact it (pc version) i m using hex editor i open the file's name "-736893235" the files size is 9,0b7 kb. the first line is 03 00 00 08 68 D0 01 00 20 00 00 00 00 00 00 00 when i turn it into binary using scientific calculator,
03=0 00=0 00=0 08=0 68=1101000 D0=11010000 01=0 00=0 20=100000 00=0 00=0 00=0 00=0 00=0 00=0 00=0

is it correct?

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Re: (PC) Dead Spece 2 (.dat)

Post by Rick » Mon Jan 31, 2011 9:11 pm

I'm actually poking around with Dead Space 2 now (PC version), and have a nearly complete file list for DS2DAT6.DAT/DS2DAT7.DAT/DS2DAT8.DAT (missing one file name), complete list for DS2DAT9.DAT. Very incomplete lists for DS2DAT0.DAT/DS2DAT1.DAT (sound files).

Need to clean up my code a bit more before I push it to my repository.
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http://blog.gib.me/

Don't ask me about localization tools; if you don't have the resources to develop them yourself you don't need them.

sirew
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Re: (PC) Dead Spece 2 (.dat)

Post by sirew » Tue Feb 01, 2011 4:54 am

hi rick, I'm new to hex editing, is it correct the way i read it
the one of the screenshot, is it you made it?

OrangeC
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Re: (PC) Dead Spece 2 (.dat)

Post by OrangeC » Tue Feb 01, 2011 6:30 am

Rick wrote:I'm actually poking around with Dead Space 2 now (PC version), and have a nearly complete file list for DS2DAT6.DAT/DS2DAT7.DAT/DS2DAT8.DAT (missing one file name), complete list for DS2DAT9.DAT. Very incomplete lists for DS2DAT0.DAT/DS2DAT1.DAT (sound files).

Need to clean up my code a bit more before I push it to my repository.

WHOA! :D

how did you figure out the Structure?

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Re: (PC) Dead Spece 2 (.dat)

Post by evin » Tue Feb 01, 2011 12:34 pm

Rick wrote:I'm actually poking around with Dead Space 2 now (PC version), and have a nearly complete file list for DS2DAT6.DAT/DS2DAT7.DAT/DS2DAT8.DAT (missing one file name), complete list for DS2DAT9.DAT. Very incomplete lists for DS2DAT0.DAT/DS2DAT1.DAT (sound files).

Need to clean up my code a bit more before I push it to my repository.
I hope this will work with Dante's Inferno files too. (Same engine, same deveoper team)
This will contain repack function too?

Rick
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Re: (PC) Dead Spece 2 (.dat)

Post by Rick » Tue Feb 01, 2011 1:00 pm

evin wrote:I hope this will work with Dante's Inferno files too. (Same engine, same deveoper team)
This will contain repack function too?
It probably uses the same hash function for files, you'd have to build a custom file list for that game. I do have the PS3 version so I'll look at that.
OrangeC wrote:WHOA! :D

how did you figure out the Structure?
What, the BigFile structure? That's dead simple. If you mean file names, well, the game doesn't use hardcoded hash references (except in some places), so I just pulled all of the names from available locations.
http://blog.gib.me/

Don't ask me about localization tools; if you don't have the resources to develop them yourself you don't need them.

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