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Screamer 4x4

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kjelle69b

Screamer 4x4

Post by kjelle69b »

I have tried to get extractor for screamer 4x4 ´s game.cod file.

Is there support anywhere for .cod archives?
I have found a loader to change textures, and that works, but no cod extractor.


Image
Phil

Post by Phil »

Sorry Kjelle, but on this website you only find the extractor for textures, and that's all :(

Anyone can help for the Screamer 4x4 .cod archives?
Thanks
Phil
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Post by friendsofwatto »

Hey,

If anyone is able to post a small *.cod archive, then we will be able to take a look at it. Alternatively, if the file is too big to be posted here, you can email it to us. My address is watto@watto.org , and Mr Mouse's email is in his profile, or on the main Xentax webpages.)

Thanks.


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Guest

Post by Guest »

Many thanks for your reply, Watto (Oh, Watto is my favorite character in the Star Wars prequels, among a lot of very bad things - I'm definitively an Original trilogy fan :D

I have a little .cod, it's a patch you can open with notepad. But the others are at least 37 Mb (language.cod) or 416 Mb (game.cod)
There is also a 105 Mb one (bigtextures.cod), this is the one we can extract with deCODer.exe to modify the textures. But this decoder extracts only the bigtextures.cod...

I will send you the patch12.cod (14 kb) and deCoder.exe (48 kb), but the others are too big. Could I publish the 37 Mb one on my website, so you can access it?

Thanks in advance
Phil
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Post by friendsofwatto »

Hey,

Yeah Watto is a pretty cool character :) - he has a great voice and everything!

As for the *.cod files, you can send the small patch file to us, preferably by attaching it to the forums here so we can all download it and look at it. The bigger files - if you put one of them on a webserver then we will download it and have a look at it too, but make sure you zip it up as small as you can.

Thanks mate, I hope we can help

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Post by Phil »

Hello Watto

So here it is, the little patch12.cod and the utility deCODer.exe to extract the
bigtextures.cod, hoping it will help...

Thanks
Phil
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Post by friendsofwatto »

Piece of cake. Mr Mouse, here is the structure for you so you can knock up a MexCom script - shouldn't take long to do.

Code: Select all

+--------------------+
| Screamer 4x4 *.cod |
+--------------------+

21 - Header (->Unique Pc HUNGARY<-)
3 - null
4 - Directory Length

// for each file
  128 - Filename (null terminated, then filled with "." for the remaining bytes)
  4 - Offset
  4 - Length
I have also attached a Game Extractor plugin to open the archives - you can download Game Extractor from http://www.watto.org/extract and unzip the plugin into the plugins/ directory.

Have fun.

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Post by friendsofwatto »

I also just wrote up this script for MultiEx Commander to open the archives - so give it a go and see if it works. Take note though, this is my first script I've ever done for MultiEx Commander so it may be buggy.

Code: Select all

GoTo 24 0 ;
Get FNum Long 0 ;
Math FNum /= 136 ;
For n = 1 to FNum ;
Get FN String 0 ;
Set Off Long 136 ;
Math Off *= n ;
Math Off -= 8 ;
Math Off += 28 ;
GoTo Off 0 ;
SavePos FOO 0 ;
Get FO Long 0 ;
SavePos FSO 0 ;
Get FS Long 0 ;
Log FN FO FS FOO FSO ;
Next n ;
Or just use the attached BMS script. Here is how to use the BMS Script in MultiEx Commander...
1. Unzip the BMS script file, then load up the MexBinder program.
2. Click the "Open MRF" button and choose the file called mc.mrf
3. Click the "Add Single Format" button and choose the file you unzipped
4. Type the game name
5. Click the "Create MRF" button and choose the mc.mrf file

Good Luck!

WATTO
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Post by Mr.Mouse »

W00t ! Nice job! :D

[EDIT]
Just get the MC.MRF file below and replace the original in your data/config directory of MultiEx Commander. 8) See below for the post with the file!!
Last edited by Mr.Mouse on Thu Feb 10, 2005 2:16 pm, edited 1 time in total.
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Post by friendsofwatto »

:) Excellent - glad it worked. It isn't really that hard to write a script, just needed a bit of mathematical thinking to get around the fixed-length strings. :errr: . If I crack open a format, I will try to write the Mex Scripts for them from now on - after all it is your board :)

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Post by Mr.Mouse »

Nice ! Okay, so but MultiEx Commander can even handle importation for cod, as you saved the positions of the offset and size variables.

I have rewritten it slightly :

Code: Select all

ImpType Standard ;
GoTo 24 0 ;
Get FNum Long 0 ;
Math FNum /= 136 ;
For n = 1 To FNum ;
SavePos JP 0 ;
Get FN String 0 ;
Math JP += 128 ;
GoTo JP 0 ;
SavePos FOO 0 ;
Get FO Long 0 ;
SavePos FSO 0 ;
Get FS Long 0 ;
Log FN FO FS FOO FSO ;
Next n ;
Thus, not only can you extract, but also replace the files with MultiEx Commander. :D

Here's the final MC.MRF with this script:
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Post by friendsofwatto »

Yes, I thought the offsets were saved to allow importing, so I thought I should stick them in the script. I didn't know about the ImpType command though - thats pretty important to have in there. Also, thanks for fixing up the maths stuff - your way is much better so I will remember that structure for next time.

Thanks mate, I hope the next version of MexCom is coming along smoothly.

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Post by Phil »

WHOW guys! Faster than the Millenium Falcon jumping in lightspeed 8D

Now I will try to find a way to modify the files in the .cod, so I can create or modify cars and characters and landscapes.

Thanks again, you are definitively the bests <3
Phil
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Post by friendsofwatto »

Thanks mate, glad we could help.

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