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I have released an early version of the tool that can do just meshes with their material names/skeleton:5 points
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Version 1.0.0
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Broken Sword - Shadow of the Templars (1996) * bs1_1996_clu_export.py * bs1_1996_clu_import_and_patch.py Required: Python. When installing, make sure to check “Add python.exe to PATH.” Usage: * Copy the swordres.rif and text.clu files into the same folder as the .py files. * Run bs1_1996_clu_export.py: this will extract the texts into Text_exported.txt. * Translate it, then rename the finished file to Text_translated.txt. * Run bs1_1996_clu_import_and_patch.py: this will insert the translated texts back into text.clu and modify swordres.rif. * The new files will be created with the _new suffix. Tested with GoG (2.0.0.8) and Steam Reforged Free DLC FEARka3 points -
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I am updating the Noesis script from this post to handle more versions of the 3D model rsf format. Soon I will release an update to the script. Meanwhile, as a sample, I want to show some extracted models that we were not able to extract with the old script. On the top left corner we find the Orange Bowl stadium from NCAA 08. On the top right corner we see the hologram (a ficticious one) stadium from Madden 13. The low left corner shows the LA Memorial Coliseum from Madden 12 or 13 and finally on the low right corner we find the Louisiana Tech stadium from NCAA 12. All these rsf files come from the PS3 versions of the games with data in big endian. The script can handle data in little endian too, for example rsf files coming from PS Vita games. I am almost 100% sure that the updated script will be able to handle rsf files from NCAA 08 to NCAA 14 and Madden 07 to Madden 17 with no issues.2 points
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Format: .avi Codec: MV30 Coding program: VirtualDub build 13719/release You can decode it using ffmpeg. Standard videos of the old format.2 points
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There might be a way to find the password using Cheat Engine. Install Cheat Engine, load the game and open the games process. Click on Memory View, go to Search, Find memory and search for this text - jPGbPK6KENwG9ey If found, the password should be very close to this, 44 char long - M2Q6Dj6a*7NxX|gYHe8UH8o9]3CWDjPGbPK6KENwG9ey2 points
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Okay I figured out all of the .mdl's thanks to Shak's original response. All of them can be previewed and exported using the Fable 2 Asset Browser now, which is what I was kind of aiming for. I can get the skeletons out, idk if they're necessarily correct or not, but they works so I can only assume it's fine. So I'm going to turn my attention to the .tex file compression and animations. Obviously looks better in blender but yeah. I'm sure everyone gets the point.2 points
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You can use my latest Fmod Bank Tools - https://www.nexusmods.com/rugbyleaguelive3/mods/2 https://github.com/Wouldubeinta/Fmod-Bank-Tools Just PM me for the bank password.2 points
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What I'm trying to do is create a new texture and trying to add an alpha channel while hex editing. The Zip File I provided is mostly for demonstration purposes. I'm trying to edit NINJA_FACE_DAMAGE_000, NINJA_FACE_DAMAGE_001, and NINJA_FACE_DAMAGE_002. My biggest problem is that the textures I'm trying to add an alpha channel to is different than it's original textures and is swizzled differently thus the alpha channel will be different. I am aware the image data will always start at 592 (0x250) and palette data differs depending on the size of the texture 64x64 (0x12A0), 128x128 (0x42A0), 256x256 (0x102D0). Anyways, I was able to use ImageHeat to get an alpha channel from the original textures with PAL8 pixel and RGBA8888 palette and exported it. Also, was able to use the ReverseBox Demo 2 to export and import the original textures just to get familiar with it. These are just a few textures that I'm trying to insert into the game and the alpha channels. MKD Texture Edit.zip1 point
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I used the files from the zip, iirc. But seems, you're too late to the party...1 point
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fmt_psaVita_ValkyrieDrive.py Here's a old noesis plugin to view and export most of the mib, msb and mab of the PSVisa version of the game.1 point
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# Atlas Fallen (Fledge Engine) # script for QuickBMS http://quickbms.aluigi.org comtype lz4f open FDDE "toc" get DUMMY long get SOME_CRC long callfunction GET_INFO 1 get SIZE long endian big get SOME_CRC long callfunction GET_INFO 1 get SOME_CRC long callfunction GET_INFO 1 callfunction GET_INFO 1 get DUMMY byte # 1 get DUMMY byte # 1 get DUMMY byte # 1 get DUMMY long # 1 get FILES long string NAME p "%s_%d.dat" NAME 0 open FDSE NAME 1 for i = 0 < FILES get SOME_CRC long callfunction GET_INFO 1 get OFFSET longlong get ZSIZE long get SIZE long get DUMMY long get DUMMY long get DUMMY short clog NAME OFFSET ZSIZE SIZE 1 next i startfunction GET_INFO get ZERO long get DUMMY long savepos TMP get NAMESZ long if NAMESZ & 0x80000000 math NAMESZ & 0x7fffffff endif getdstring NAME NAMESZ padding 4 0 TMP endfunction1 point
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Hi experts. I'm trying to read the MT2 images from Indiana Jones and the Emperor's Tomb (PS2), but I'm stuck trying to piece it all together. The images in the PC version are 32-bit RGBA, so that's easy, and gives us a comparison. For the same image in the PS2 version, it seems to be broken down like this... 64 bytes - basic image data (filename, width, height, etc) width*height/2 - 4-bit pixel values (with 4bit PS2 swizzling) width*height/8 - color values This is what the pixel block looks like, as 4-bit values in grayscale: The color values in the last block, look to be something similar to RGBA5551, so even though the length of this block is width*height/8, as they are 16-bit colors, there are actually only width*height/16 colors. This is what the color block looks like when read as RGBA5551 color values: ... you can see the image in that "color block". I know it's not quite the right colors, but think it might just need some color striping applied to it, or it might not be exactly RGBA5551. As the width/height increase, so does the size of the color block, so it's not a plain palette, it's proportional to the image size. For example, for a 128x128 image, the color block is 2048 bytes. For a 256x256 image, the color block is 8192 bytes. I'm struggling to work out how to join the "pixel" block and the "color" block together so that we end up with a usable image that looks similar to the PC image. I'm assuming maybe we need to generate some in-between colors like in a DDS image, or otherwise apply some kind of "intensity" to the colors or something like that. I've never seen anything like this before - is anyone able to assist in understanding this please? I have attached a ZIP with the PC image, the PS2 image file, and PNGs for both the "pixel" block and the "color" block, so you can clearly see there is a correlation between the 2 blocks. Thanks for your help! vinehead.zip1 point
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I tried using the head models and tested two of them (DDP and Rovyal). I was able to get the models to work. From my understanding, all of the heads share the same offsets and parameters, so if you can get one model to construct with no weird faces, you can use the same parameters for the other models. I’m just having an issue with the ears, as you can see in the photo below. If you could share your parameters and offsets, I think it would be very helpful. update 1 : got it woriking however the uvs are not working but you can transfer it using copy vertex order plugin in blender UPDATE 2: got the uvs to work for the model using these params but i still have to go inside blender uv unwrap and then copy uv maps to the main model . is there a way i can get uv maps and model all in 1 in hex2obj ? sorry if this is a rookie question since ive never used hex 2 obj before Final Update : I just have to save the mesh from hex2obj settings and the uvs will be added to the obj. thanks for your help Hex2Obj1 point
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Well, use my old c++ tool, it should work now, tried to rewrote in python for training python syntax, and maybe i did something wrong. ZstdMagicExtractor.zip ZstdMagicExtractor-release version.zip1 point
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Try this tool, made some adjust to read your file. zstd decompressor.zip1 point
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Actually your file is a container with a bunch os zstd files. attached the first file decompressed. I did a tool, long time ago, i will search here. head_conor_mcgregor_model_CB540.mcd.zip1 point
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It's not just 1 block of data, there are multiple compressed ZSTD blocks in your sample file that have to be joined together - e.g. at 0, 0x129b0, 0x31dd0, etc.. It looks as though each file is preceded by the compressed size and anotherr value, except the first block, which looks to be a compressed size of 0x129a0. You might have cut that bit off in your sample. Each block seems to decompress to 0x40000 bytes except for the last one, which is shorter. I guess the header might have some useful info.1 point
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Hello guys, I need help to the correct read UV`s and Textures, from the Reckless Racing game. Earlier, durik256 helped me read the mesh format and some UV data from the *.sggr format, but to this day I haven’t been able to figure out the UV scaling and materials. Here’s the link to the discussion: https://reshax.com/topic/1067-reckless-racing-ios-vfs-files/ Below is the Noesis script for reading the mesh data. Script have two problems: - Sometimes the script reads the LOD versions of the mesh models. - It also doesn’t read the UV scale, and the mesh isn’t split by materials. I’m asking for your help in updating this script. from inc_noesis import * def registerNoesisTypes(): handle = noesis.register("Reckless Racing", ".sggr") noesis.setHandlerTypeCheck(handle, noepyCheckType) noesis.setHandlerLoadModel(handle, noepyLoadModel) return 1 def noepyCheckType(data): if data[:4] != b'\x4D\x3C\x2B\x1A': return 0 return 1 def noepyLoadModel(data, mdlList): bs = NoeBitStream(data) ctx = rapi.rpgCreateContext() ofs_res = data.find(b'#RES') if ofs_res != -1: bs.seek(ofs_res + 44) unk, vnum, zero = bs.read('3I') skip = 12 if unk == 4368 else 0 vbuf = b'' vbuf, uvbuf = b'', b''#bs.read(vnum*24) for x in range(vnum): bs.seek(2,1) vbuf += bs.read(2) bs.seek(2,1) vbuf += bs.read(2) bs.seek(2,1) vbuf += bs.read(2) bs.seek(5,1)#4 uvbuf += bs.read(2) bs.seek(2,1) uvbuf += bs.read(2) bs.seek(1,1)#2 bs.seek(skip,1)#12+ rapi.rpgBindPositionBuffer(vbuf, noesis.RPGEODATA_SHORT, 6) rapi.rpgBindUV1Buffer(uvbuf, noesis.RPGEODATA_USHORT, 4) u0, inum, u1 = bs.read('3I') ibuf = bs.read(inum * 2) rapi.rpgCommitTriangles(ibuf, noesis.RPGEODATA_USHORT, inum, noesis.RPGEO_TRIANGLE) try: mdlList.append(rapi.rpgConstructModel()) except: mdlList.append(NoeModel()) return 11 point
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@ikskoks Thank you for this script, I also was able to use it successfully. I had a question about the outputted `.kiw` files, there is bytecode in each file that corresponds to in game instructions like character dialogue expressions, choices, background images and music cues. What is the best way to reverse engineer the bytecode in these files? I am not sure of the game engine that made this but are there any existing parsers or scripts for `.kiw` or similar you know of?1 point
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My script for another game should work with these GSB files: https://github.com/DKDave/Scripts/blob/master/QuickBMS/GameCube/Legend_Of_Spyro_New_Beginning_(GameCube)_GSB.bms1 point
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Hello! My goal is to replace texts in Unity games, no matter if the new text data is smaller or bigger than the original. I start by believing you can "rebuild" the resources file: partial replacement (because of the varied 00s after the file path. See Knowledge section) + pointer edit but no matter what script I do, the game shows no texts! And that drive me insane the more I work on it! Replacing texts with smaller one (or space only) through Hex Editing will come out fine (Proven by modding SpookWare and Fishlike, even if the edit is in levelX files). So, it has to be something with pointers (Checksum even!) but where? Hex Edit example: Notice the space after the new name? [EDIT] It's possible to make the text a bit longer or shorter but the length of [text + 00s] must be a divisible of 4. If the original text length is 5, the new text should be between 6 and 8. Don't forget to change the text length number! If the text ends with 4 zeroes, the game will crash. (I overlooked this part, this explain why my script didn't crash the game). When the text replacement script is finished, we can add new bio or Google Translated text shenanigans! If you find something, feel free to share! Python Scripts: Unity Text Extractor Script: Extract all texts data into a txt file for view and modification. Only work with the magic word "I2Languages". Unity Text Extractor Script.py Unity Text Extractor Selective Script: Same but only take the text blocks of interested for edit. Create a txt file of text paths list you wish to extract. Unity Text Extractor Selective Script.py Unity Text Replacer Script (Work in progress): This script attempts to replace texts, including editing header and file size number. Use Dungeon Clawler 2024 Demo resources file as base. Unity Text Replacer Selective Script.py Knowledge (so far) UNITY TEXT FORMAT (Little Eudians) (ressource.assets) 4 Bytes = 01 00 00 00 4 Bytes = Number of Something 4 Bytes = 00 00 00 00 4 Bytes = 0B 00 00 00 (Lenght of "I2Languages") 12 Bytes = I2Languages 00 8 Bytes = 00 00 00 00 00 00 00 00 4 Bytes = 01 00 00 00 4 Bytes = Number of Test/Translation Blocks For [Number of Test/Translation Blocks] times { 4 Bytes = Number of Languages (Absent on First Block) 20 Bytes = 00s (Absent on First Block) 4 Bytes = Path Name Lenght X Bytes = Path Name (Has to contain "/", "_" and no Space) 0 - 15 Bytes = 00 (For completing if the text lengh isn't a divisible of 16) (Unsure) If the Interger Division of [Total of the two above] / 16 is 0 {4 Bytes = 00 00 00 00} 4 Bytes = Number of Languages For (Number of Languages) Times { 4 Bytes = Lenght of Text X Bytes = Text [0A are "\n" (Return to Line)] 0-3 Bytes = 00 (For completing if the text lengh isn't a divisble of 4) } } 4 Bytes = Number of Languages 24 Bytes = 00s 4 Bytes = 01 00 00 00 / End Point without the App_Name Name UNITY RESOURCE HEADER (Little Eudian) Found after the huge chuck of indescribable bytes and 00 00 00 00 at the start 24 Bytes { 4 Bytes = Pointer Number 4 Bytes = 00 00 00 00 4 Bytes = Pointer (?) 4 Bytes = 00 00 00 00 4 Bytes = Length of a Data (?) 4 Bytes = A Number Maybe File Type? }1 point
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import struct import os import sys from PIL import Image # Constants for offsets FILE_COUNT_OFFSET = 0x28 FILENAME_TABLE_OFFSET = 0x2C DATA_INDEX_OFFSET = 0x178C # A SINGLE, CORRECT LOOKUP TABLE FOR IMAGE DIMENSIONS BASED ON FILE SIZE. # All files are grayscale (1 byte/pixel). SIZE_TO_DIMENSIONS = { 262144: (512, 512), 524288: (1024, 512), 1048576: (1024, 1024) # Add more entries here if new sizes appear } def extract_grayscale_images(file_path, output_dir): """ Extracts all image files from a given .dat archive, assuming they are raw grayscale pixel data. """ with open(file_path, 'rb') as f: # Read the total number of files in the archive f.seek(FILE_COUNT_OFFSET) file_count = struct.unpack('<I', f.read(4))[0] # Read the filename table f.seek(FILENAME_TABLE_OFFSET) filenames = [] for _ in range(file_count): try: name_len = struct.unpack('<I', f.read(4))[0] filenames.append(f.read(name_len).decode('ascii', errors='replace')) except (struct.error, IndexError): # Stop if the file ends unexpectedly break # Move to the data index table f.seek(DATA_INDEX_OFFSET) print(f"Starting extraction of {len(filenames)} files (all as grayscale)...\n") success_count, skipped_count = 0, 0 for i, filename in enumerate(filenames): try: # Read the offset and size for the current file entry_data = f.read(8) if len(entry_data) < 8: break # Reached end of index offset, size = struct.unpack('<II', entry_data) # Check if we know the dimensions for this file size if size not in SIZE_TO_DIMENSIONS: print(f"[{i+1}/{file_count}] {filename} -> UNKNOWN SIZE ({size} B). Skipping.") skipped_count += 1 continue width, height = SIZE_TO_DIMENSIONS[size] # Read the pixel data current_pos = f.tell() # Save current position in the index f.seek(offset) pixel_data = f.read(size) f.seek(current_pos) # Return to the index # Prepare the output path, preserving directory structure safe_name = filename.replace('.dds', '.png').replace('\\', os.path.sep).strip(os.path.sep) out_path = os.path.join(output_dir, safe_name) os.makedirs(os.path.dirname(out_path), exist_ok=True) # ALWAYS convert as 'L' (grayscale) img = Image.frombytes('L', (width, height), pixel_data) img.save(out_path, 'PNG') print(f"[{i+1}/{file_count}] {filename} -> {out_path} ({width}x{height}, Grayscale)") success_count += 1 except Exception as e: print(f"[{i+1}/{file_count}] {filename} -> CRITICAL ERROR: {e}") skipped_count += 1 print(f"\nFinished! Converted: {success_count}, Skipped: {skipped_count}.") if __name__ == "__main__": if len(sys.argv) < 2: print(f"Usage: python {os.path.basename(__file__)} <file.dat>") sys.exit(1) input_file = sys.argv[1] # Create a more standard output directory name output_dir = os.path.splitext(input_file)[0] + "_extracted_images" print(f"Input file: {input_file}") print(f"Output directory: {output_dir}\n") extract_grayscale_images(input_file, output_dir) This script unpack texture. The file names are given with the .dds extension, but these are not DDS files. There are two types of files: those with [e] in the name build correctly, and those without [e] are strange. That's all I can help with. Script usage: python <scriptname>.py <path to file> e.g., python unpack.py sky.t000 - if it's in the same directory as the script.1 point
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Oh man, I'm interested in this. I hack the N64 AKI Wrestling games, and wondered if there was anything for Def Jam Vendetta. Where can I find this Byte Map tool?1 point
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Good Have you investigated the font for this game? Is it perhaps located within a specific NKT file? Several KONAMI games use this development toolset. Besides NANA, this includes: Gantz: The Game Cy Girls Mahoromatic The file formats are all identical. If I can figure out the textures and fonts, perhaps I could also try to translate this game into my language in the future.1 point
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Bigfile was in SOR4 too. There's at least some sort of base to work with, but the sor4 tools don't really work with Absolum.1 point
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I know this is from April but I want to give my two cents on this because I just figured out how to do this myself and I hope this can help other people as well. I'll try and simplify this in a step-by-step format as best as I can. Preliminary requirements Programs you will need include: Ryujinx (or any application that can extract NSP files) RevilLib (for file conversions) Kuriimu2 (for .arc file viewing & exporting) (Optional) Notepad++ or VS Code, I prefer these to create and format .json files in. 1. Getting the extracted files Using Ryujinx is the easiest way to convert the switch rom format (NSP) into something that will be readable by other programs. Right click on the game in the game list>Extract Data>RomFS. It will ask you where you want to output the files, I recommend somewhere you'll easily remember. This will take a few minutes. 2. Locating the desired files After you're done exporting the NSP, open Kuriimu and find the .arc file that you want to open. I haven't (for now) put together a library of monster IDs, but know that large monsters start with "em_xxx" in their file IDs, and small monsters are "ems_xxx". This is where the model and texture files for whatever monster you have selected will be (generally). The "mot" folder has the .lmt files in it though, so I would recommend exporting those into the same folder as the model and texture files. 3. Converting the .mod file(s) This is by far the easiest step. You can simply drag and drop the .mod file onto the mod_to_gltf batch file in RevilLib's folder and it should automatically convert the .mod file to .glb in the same location where the .mod file is stored. 4. Converting the .lmt files After exporting your .lmt files, make sure that your .mod file is in the same location. This will speed up the rest of this process, and is also necessary for the spike batching we're about to do. In the same folder as the .lmt and .mod files, create a .json file (I usually just name it "batch.json). Open it up in your text editor of choice, and now I will quickly explain how the spike batching works. 4.1. Spike Batching Here is an example of my code (which exports the Rathian animations): [ [ "em001_00.glb", "em001_00_0.lmt", "em001_00_1.lmt", "em001_00_2.lmt", "em001_00_3.lmt", "em001_00_4.lmt" ] ] The .json file reads from its root directory, so there is no need to link to individual file paths. Thankfully, this program will also automatically group all the animations together, so when you view them in Blender (using the action viewer, in the dope sheet), it is nice and consolidated. What this does is pretty obvious, but we are just telling the program that the .glb file is the model we want to use with the animations, and the .lmt files are the animations that we are assigning to the model. When you are done with this file, drag and drop it onto the lmt_to_gltf batch file (located in the RevilLib folder, same as mod_to_gltf), and you should have the .glb file containing the animations in your root folder. It will have "out" at the end of the filename, if it isn't clear to you which one it is. 5. Importing to Blender Because I use Blender, that is the program that I will refer to in this step. It's really simple to do this because Blender, thankfully, has .gltf and .glb file-reading built-in, so import the xxx_out.glb file that we just got and everything should import correctly, animations and all. The textures are another beast, but I'm willing to explain those as well if needed.1 point
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Does anyone know more about the mcd format used by EA? Models are packed inside the rsf format and it is possible to extract them with the rsf.bms script. I managed to make a Noesis script to view the models, but reading the skeletons is hard for me and I don't know how to proceed with them. Vertex weights are stored in a table that starts with the tag TIEW in mcd and skeleton data in FRGS in .skel file. I would appreciate any kind of help to import the skeletons into noesis. Preview in Noesis: https://imgur.com/a/o2dQvCl fmt_NHL21_mcd.py rsf.bms.zip nhl21model.zip1 point
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my plugin for vfs work with your file EDIT: and i made preview plugin for *.sggr fmt_sggr.py (*.pvr its image, use pvrTexTool)1 point
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Seems the game dont accepts a different zlib levels Maybe using levels 0-9 and try. use level 9, the compression file will be the same as original! https://drive.google.com/file/d/11rON0JaDswJCQJ-RBF2USKErQRtPbP_I/view?usp=sharing and maybe solution post;1 point
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Maybe I didn’t quite understand your goal, but you can’t just take files from the game and compile them back into the game.) Edit: ah, I read a few posts above, you need to compile Asset Studio, not the game files.1 point
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for fgo's script, you just need run this: python FGOArcade-FARC.py "your farcfile path" for farcpack tool, Run it in the shell to see the cli commands.1 point
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How exactly should I use it? First I have to decrypt the farc files, right? To decrypt the 3D Models I was using quickbms and the script that was on XeNTaX, but that script can't decrypt the farcs from the trading cards1 point
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yeah i guess so. but I think we need to find something to differentiate between rotate data or transform data, and it's hard to find that, so we need something reverse work1 point
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for fgo arcade, you can use this to extract the farc file: https://github.com/Silvris/RandomScriptsAndTemplates/blob/main/FGO Arcade/FGOArcade-FARC.py for kancolle arcade, you can use farcpack tools to extract it: https://github.com/blueskythlikesclouds/MikuMikuLibrary/releases/download/v2.2.0/FarcPack.7z the trading card images was in ./rom/trading_card1 point
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Has anyone managed to extract the trading card images? I tried using the script for the 3D models. but it just doesn't work.1 point
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Hello Everyone! So i'm back, i'm taking some time to explain the way i made things working. Who knows, it may give some insights? So let's begin (I'll try to update a bit this post to make a cleaner tutorial. first, i'm giving the .rar with the updated .exe and extra files to make things running the easy way, i'll update a bit later my git to create a fork of the original source code) So... let's begin! ___ ➡️The Easy Path : 1. Download the MK11PackageExtractor.rar 2. Extract the content in your MK11 folder (from steam, whatever, it's just the base : DriverLetter:\yourpathtothegame\Mortal Kombat 11\ 3. ⬇️ ➡️Drag your .xxx files out of assets folder (the ones you want) - copy them... it's better for your game can still run XD - and drop them at the same level of your MK11PackageExtractor.exe. ➡️Clic on decompress.bat and you can check the extraction in the created "output" folder with your "NameOfExtractedPackage". (It's a loop fetching your .xxx files) (careful, it only works for XXX files, though the source code implemented the feature, I don't know why PSF isn't working. But it doesn't matter because PSF are not compressed like .XXX so Ravioli Game Tools can do the job without problem) 4. In "NameOfExtractedPackage", you may find a ".upk" at its base. There, you can use Ravioli Game Extractor to check the information within and perform a clean extraction of the files. Most of the time, the sound format is .wem, so unless you use vgstream in foobar2000, you'd have to convert the file to listen to the file. ____ ➡️The Dev Path : (long term solution) - I haven't posted the things on github yet - so forget the part i'm giving my updated code, yet, i'm sharing what you need in order to perform the compiling To get the code working, get your dev tool (i'm using VS Code - it's free). ✅1. Download Mingw64 - i think latest version - to get the compiler working ✅2. IntelliSense being deprecated, use the last version at disposal (the time i'm writing, it's C / C++) ✅2. Clone the original git (The one who belongs to thethiny), or mine if you want the modifications used to make the code working ✅3. 3 steps : ↪️You'll need to add libraries in some headers, cstdint for most, fstream for a few ↪️in MK11file.h, i added the XXX hex code to focus on XXX files PFS = 0x0008u, 🆙 XXX = 0x0040u, OODLE = 0x0100u ↪️In extract.cpp, modify the algorithm so the compression flag for .xxx files can ALSO be applied while using oodle. Why? Because otherwise, .xxx files can't be checked with oodle compression, in other words : it won't work and you'll get an error. With so little documentation, i had to fetch things by myself, it's all because of an hex code for .xxx files not being taken into account, that's strange when you think of it because the original program should check the .xxx files 😄 ⏹️4. I added a quick text log to MK11file.cpp to compare file informations in ::validate_header ✅5. In Tasks.json, you'll need to help setting up the compiler path to create the file. I'm really not an expert in this part so i'm just focusing on MK11PackageExtrator.exe (or rename the file if you like) - This is the part most would prefer my task.json if you want a faster working thing. Here is maybe the most important part : "tasks": [ { "type": "shell", "label": "C/C++: g++.exe build active file", "command": "Driver:\\pathtomingw64\\msys64\\ucrt64\\bin\\g++.exe", //replace Driver:\\pathtomingw64 with your folder to mingw64 "args": [ "-g", "${workspaceFolder}/src/extract.cpp", "${workspaceFolder}/src/implementations/*.cpp", "-o", "MK11PackageExtractor.exe", "-std=c++11", "-I", "${workspaceFolder}/src/headers" ], "options": { "cwd": "${workspaceFolder}" }, "problemMatcher": [ "$gcc" ], "group": "build" }, ✅✅6. Use g++, not gcc (there are errors of compilation in gcc) ✅7. for Visual Studio Code, the part if you want to get a faster compilation : Ctrl + Shift + B while targetting main.cpp Once again, i'm a total newb in C++, i'm not even a senior developper, i just know how to thinker some stuff and that's it. 😄Oh and i forgot, the dev didn't add the required .dll for the .exe to work with .xxx, I had to fetch them but you're lucky, they're part of the .rar so you don't have to do the same i did🙂 Happy extracting! 😄 PS : i'm not english native speaker, forgive my bad way of explaining the technical stuff 🔲PS2 : Edit, because i like to manage several projects at the same time : Pushed a mod on Nexus for Mass Effect (i think i'll prefer hanging to less sites than too many, Nexus is a bit much above github), made new music extracts + edits, creating fly camera scripts... -. I still haven't pushed the code modifications on github for MK11 😅 I'll make a fork of the original code, then put all my modifications + a clean release when possible! MK11PackageExtractor.rar1 point
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