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Carmageddon 1 IOS (.WAD Extracton Help)
Posted: Mon Oct 22, 2012 5:15 pm
by Rocky5
Hi, would someone with expertise look to see if its possible to extract the contents & if possible Reimport the files of this DATA_IOS.WAD please.
Here is the DATA_IOS.WAD
https://dl.dropbox.com/u/17063965/Carma ... ta_IOS.zip
Re: Carmageddon 1 IOS (.WAD Extracton Help)
Posted: Wed Oct 24, 2012 5:27 am
by WRS
this is a strange format - i cannot find the offset table
Code: Select all
int32 size (-1 if not compressed)
byte data[ unknown_zsize ]
note: data is aligned to 4 byte blocks
if the data is compressed it uses zlib
Re: Carmageddon 1 IOS (.WAD Extracton Help)
Posted: Wed Oct 24, 2012 10:54 am
by Rocky5
Not sure if this page will help, but it seems there are 3 variations of the WAD for at 1, 2 & 3.
I think DATA_IOS.WAD is type 1 as it includes the txt files & models of the game & type 2 & 3 only do textures.
Though I'm probably wrong
Link to said page.
WAD2
http://www.gamers.org/dEngine/quake/spe ... spec_7.htm
&
Doom WAD (WAD1)
http://tkboom.sourceforge.net/wadfile_spec.shtml
Re: Carmageddon 1 IOS (.WAD Extracton Help)
Posted: Wed Oct 24, 2012 1:55 pm
by Ekey
Absolute different archives
Re: Carmageddon 1 IOS (.WAD Extracton Help)
Posted: Thu Oct 25, 2012 9:25 am
by herbert3000
The program WADEdit from this site rr2000.toshiba-3.com/pc-files can unpack (and repack) the file DATA_IOS.WAD
Btw, there's an offset table at 0x11860-0x15CD3.
Re: Carmageddon 1 IOS (.WAD Extracton Help)
Posted: Thu Oct 25, 2012 12:47 pm
by Rocky5
herbert3000 wrote:The program WADEdit from this site rr2000.toshiba-3.com/pc-files can unpack (and repack) the file DATA_IOS.WAD
Btw, there's an offset table at 0x11860-0x15CD3.
I already have this app WadEdit, but it was not working on my computer (Win7, kept coming up that it wasn't responing) but redownloaded it & it now works :-/ thank you.
Not much I can edit bar in game properties

car models & file structure is different from the original
Was trying to workout if I could have the wad point to an external folder, would have saved me rebuilding a wad every time I want to test something. (was a no go

)
Re: Carmageddon 1 IOS (.WAD Extracton Help)
Posted: Thu Oct 25, 2012 6:22 pm
by WRS
i wanted to write a quickbms script for this, but cannot spend anymore time on the format.
i also couldn't find the file spec used by 'wadedit', so here is my current info:
Code: Select all
int32 unknown
int32 unknown
int32 unknown (0)
int32 str_table_size (including alignment)
str_table:
null-terminated string table
aligned to 4 bytes
int32 struct_1_num
struct_1:
int32 index : 24 (incremental index 0 to struct_1_num)
int32 val : 8 (always 1)
int32 tag (not a hash)
int32 unknown (same value as struct_1_num)
int32 unknown
int32 offset_num
int32 offsets[ offset_num ] (in reverse order)
/* unknown data here */
file data:
int32 size
byte data[] (zsize looked up from unknown data )
if size != -1
data is compressed with zlib
Re: Carmageddon 1 IOS (.WAD Extracton Help)
Posted: Mon Nov 26, 2012 12:26 am
by MrAdults
Archive, texture, and model support will be in the next Noesis. I should have that build up sometime tonight.
WRS: The section you don't have figured out is laid out as:
Code: Select all
typedef struct wadFileEntry_s
{
int nameOfs;
int dataSize;
int entryIdx:24;
int entryType:8;
int resv;
} wadFileEntry_t;
typedef struct wadDirEntry_s
{
int nameOfs;
int numFiles;
int numSubDirs:24;
int entryType:8;
int resv;
} wadDirEntry_t;
If entryType is 0, it's a wadDirEntry_t, otherwise it's a wadFileEntry_t. You then run through recursively appending to your path with each nested directory entry.