Misc file formats
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75 topics in this forum
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Can someone help me, unpack this file, i'm curious about its contents. 77E1FEEE2DFA194F.rar
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heya! i've been trying to look at the files from this game to no avail, this is a very recent madoka magica gacha game that released in Android and iOS, and i was able to dump the downloaded game assets off my iPad to try extracting the assets with no luck, the assets filenames are obfuscated, probably hashed, which is not really something that bothers me but what bothers me is that the files themselves are encoded/encrypted, i heavily suspect this uses XOR to encode the files since there's mentions of XOR Decoding in the game's code, but i've been having a hard time trying to crack this down this game runs on the unity engine, so i assume that the decrypt…
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Hello, sorry if this isn't the appropriate place for to ask for help regarding modifying a game but I'm looking for help trying to modify the Far Cry 3 Editor. I've tried reaching out to countless different modders that have made mods for Far Cry 2 and 3 aswell as in the Far Cry Modding Discord to no avail. I'm far from tech savvy or a software developer/hacker but I'll be more than happy to help along the way in any way that I can since I would really love to enjoy all of the different models that the game has to offer. What I'm looking to achieve: -Add in all of the missing models, NPC's (Pirate Beheader, COOP Heavy Pirate Flamer, Guard Dog/Attack Dog) …
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In the Japanese version of this game there's an extra car manufacturer in Gemballa that was dropped for the International release probably because of licensing issues, the files are still in the game and swapping the Japanese executable into the Export version while it does glitch out the graphics, makes the Gemballa cars selectable once more, so I'm looking for the toggle to re-enable Gemballa cars in the executable in IDA Pro but found nothing, because I don't really know anything. I've included the Export and Japanese xbes as well as a WIP build of cxbx-r capable of playing the games since support is still early for the time being if someone wanted to test it for …
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hi. guys. I need some help. I'm currently trying to replace the font data in Etrian Odyssey X, but I'm having trouble getting it to process cleanly with any tool. I can see the font images with tools like Kukkie or Tool-Box, but they appear as 396 sheets, each divided into 18 characters in a 2x9 grid. Nintyfont displays them all as one sheet, but it lacks a feature to export the entire sheet at once. CTR-FontConverter also opens it as a single sheet, but the data seems slightly distorted, with unexpected spaces in certain positions. I'm wondering if there's a way to properly view this image using CrystalTile2 (or other tools). I've tried changing the…
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save file that allows the player to become invisible. modded copy is not required, works on retail. 25 TO LIFE XBOX SAVE.zip
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I'm having an issue with trying to hack a PS1 memory card save checksum. The game is Chrono Cross and the format is .MCS from the pSX emulator. I have provided two files to illustrate the issue. The only difference between them is address 0x13E7 and the last four bytes which are probably the checksum. It isn't a Checksum-32 or any other common checksum that I know of. I ran it through a web-based checksum fixer but I would rather just write my own editor program than use that one. Chrono Cross.7z
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Hello, does anyone know which way to convert this game dialogue input into a spreadsheet format? I'm tired of editing this on notepad++. Thank you so much if anyone can help me this. GameText_us.rar
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What are .bin / .gcx / .hzm / .mdx / .wvx from Metal Gear Solid and are there tools that can handle these file formats? Samples: https://drive.google.com/drive/folders/1kCG02H65-cwwTDtbKtpKj6o4zJ1OzpSW?usp=sharing
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I've been looking at files from LM2 on the Switch. For the 3DS version, people posted that .dict/.data files were compressed with zlib. I tried decompressing some of these files and it didn't work. They are now (on the switch) in some different format. They do appear to share common headers though. If anybody knows anything about this I would like to know!
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over in audio we've been working on extracting the sound files from Disney Speedstorm, which runs on developer Gameloft's proprietary Jet Engine. the pack_sd.pack archive contains all audio files (BNK/WEM, WAV), with 16-char alphanumeric filenames and no metadata. i've extracted the audio files from every version of the game since launch. i noticed that every game version's pack_sd.pack archive has a single file in common — 397F9F6720B1625D — that seems to grow larger with each and every patch: ...which makes me strongly suspect that it's some kind of index or manifest containing metadata for all of the other BNK/WEM and WAV files in the pack_sd.pack. …
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need help extracting .swf from old archived Flash website
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Hello. I need help inserting Cyrillic fonts into a game. I've found a Russian patch that supports Cyrillic. The executable has code that accepts fonts as external files. Using a hex editor, I identified the code that refers to the fonts, and I found it accepts a third font as an external file (comics.ttf). The other two fonts, LinLibertine_Bd-4.1.0.ttf and LinLibertine_Re-4.4.1.ttf, work fine because I edited them to include Cyrillic characters. Here are snapshots of bs1dcEN.exe and bs1dcRU.exe The problem is that I cannot use bs1dcRU.exe to translate the game because the Russian text is embedded in the executable file itself. This means …
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Okay so I don't know if I'm getting help in the wrong place but I need help to extract the JARs of the exclusive games from a Chinese Nokia Asha 501 firmware because I've tried and no luck. The firmware format is .fpsx but I've used all known extractors like NokiaCooker or NokiaEditor or whatever and it doesn't show signs for extracting (it just gave me a blank window). I've contacted LolHacksRule to do that but he didn't seems to make much progress either. I don't know if sharing them here are fine there but here are the firmware files I've uploaded in case you want to deal with it: https://archive.org/details/asha-501-rm-902-china-sw-14.0.4
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What is *.bin / Binc1.afs from the PC version of Crazy Taxi and do they contain 3d models or textures? Samples: https://drive.google.com/file/d/1tMYfc34t3nMvovq_4SH4sJIo4wDou_EP/view?usp=sharing
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not sure what the .pac files would be, since it's from a spin-off game of the Ridge Racer series, Critical Velocity for PS2 only and japan exclusive game. but I can guess it's an archive file. don't know about .irx and .32 sample files pac: https://mega.nz/file/gCIEQA4Y#T3hZkv_NXb4tk-hWJ7P-4UW0NltxnzWtGqMBmltFLkg sample file irx: https://mega.nz/file/gHhA3AqR#fFMGMbqp_VUS-vjuMSNg5bhNyMJeJmoGaqreyqt8XVQ sample file .32: https://mega.nz/file/pf4liRIK#p_addeoKoPFC-7oa009KG8Y_jGHH37fr3RejC32A2Vc
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I have a decrypted and decompressed game save for MLB 14 The Show from PS3. My problem is that I have no idea of the checksum algorithm this game is using. I just know that the outcome seems to be 64-bit long, appearing at the end of the file. I have tried with different algorithms but cannot find the correct one. According to me, the checksum is at the end of the decrypted and compressed file. I am able to edit different sections of this game save, but of course, it shows a corrupted file message when trying to load it in-game as the checksum do not match. A couple of game saves are attached for you to have a look. By the way, the PS Vita version of this g…
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I have no idea what actually are these files, but i do know what they do. They basically hold information on a .clu's extra data, such as the position of each mesh and what texture they use, and that's something useful to properly extract the track models. Any help ? I included a .trk file alongside the .clu files and .tga/.dds files it uses and converted versions of the .clu files to .dae for reference: Moorhuhn Kart.zip P.S: See this Post for more info on MHKE's .clu files:
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Anyone no how to do this & share please?...
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Howdy modders! Not sure where else to post this, but I just wanted to share a small personal project with you all that I took a week or so to create. https://jenkinstr.github.io/JMD-Forza-Vehicle-Database/ The page itself takes a bit to load because of the thousands of elements, give it a second or two until it fully loads before using it, as the JavaScript to make the filters/search work loads last. It's not particularly mobile friendly either but that shouldn't be a problem for modders. I tested it on a range of screen sizes. This was created from all versions of Forza that are extractable on PC, with the only exception being Apex and the most recent…
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OverVored and I are trying to figure out how to rip the audio files from this game with proper names, since it uses the usual numbers for the names and there is not a soundbanksinfo.xml on there. We have tried a few things on the discord server on Xentax, getting there inch by inch. But we could use some extra help. Here is what we have in the attachment: wwise_project.zip
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Is there a way to open these types of file formats? most of the programs for extracting these dont work or just broken all together if anyone can help me with this please let me know :)
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