[Paying] Disneyland Adventures Kinect Archive Help
Posted: Wed Mar 28, 2012 3:21 am
Willing to pay $200 via paypal to whoever is able to help me extract the models and textures from this archive
Hey, I'm trying to rip some models from disneyland adventures kinect for xbox 360. I've managed to export the ISO, and I've started attempting to reverse engineer the archive format (OVL and OSL). I'm very new at this so it's pretty slow going and I'm beginning to feel a bit stuck. I was hoping that I could get some help here. Below is a link to a few samples of the file format. I can provide more upon request, though many of them are fairly large. And this is what I've surmised so far.
http://cl.ly/1q3l1s3f2X0G0f371Y0v
File is big endian
FILE HEADER (FRES)
4 bytes - Filetype identifier (string)
8 bytes - Filetype version information
4 bytes - unknown
8 bytes - size of the directory list must be evenly divisible by 4
4 bytes - unknown
2 bytes - unknown
2 bytes - references the number of file type descriptors in the directory list (the ones that have colons in them)
4 bytes - unknown
4 bytes - always a repeat of the previous 4 bytes
52 bytes - unknown
52 bytes - null
DIRECTORY LISTING START - Starts at byte 144
Looks similar to this. The first two i'm assuming are file descriptors of some sort, and the second two are file references of some sort I imagine
Casino:LanguagePackMap:lang
FGDK:Text:txt
default
sku_name
This game is made by the same company that made Roller Coaster Tycoon 3. That game also used OVL files, though the similarities between the two formats seem to end there. I'm assuming the OVL file is some sort of file map, and the OVS file contains the actual file data itself though I haven't been able to confirm that. I'm having trouble making heads or tales of the OVS file, I'm assuming it may be compressed.
Here is a link to the Roller Coaster Tycoon 3 OVL format spec, http://wiki.xentax.com/index.php/RollerCoaster_Tycoon_3
Hey, I'm trying to rip some models from disneyland adventures kinect for xbox 360. I've managed to export the ISO, and I've started attempting to reverse engineer the archive format (OVL and OSL). I'm very new at this so it's pretty slow going and I'm beginning to feel a bit stuck. I was hoping that I could get some help here. Below is a link to a few samples of the file format. I can provide more upon request, though many of them are fairly large. And this is what I've surmised so far.
http://cl.ly/1q3l1s3f2X0G0f371Y0v
File is big endian
FILE HEADER (FRES)
4 bytes - Filetype identifier (string)
8 bytes - Filetype version information
4 bytes - unknown
8 bytes - size of the directory list must be evenly divisible by 4
4 bytes - unknown
2 bytes - unknown
2 bytes - references the number of file type descriptors in the directory list (the ones that have colons in them)
4 bytes - unknown
4 bytes - always a repeat of the previous 4 bytes
52 bytes - unknown
52 bytes - null
DIRECTORY LISTING START - Starts at byte 144
Looks similar to this. The first two i'm assuming are file descriptors of some sort, and the second two are file references of some sort I imagine
Casino:LanguagePackMap:lang
FGDK:Text:txt
default
sku_name
This game is made by the same company that made Roller Coaster Tycoon 3. That game also used OVL files, though the similarities between the two formats seem to end there. I'm assuming the OVL file is some sort of file map, and the OVS file contains the actual file data itself though I haven't been able to confirm that. I'm having trouble making heads or tales of the OVS file, I'm assuming it may be compressed.
Here is a link to the Roller Coaster Tycoon 3 OVL format spec, http://wiki.xentax.com/index.php/RollerCoaster_Tycoon_3