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Showing content with the highest reputation since 11/17/2025 in all areas

  1. Version 1.0

    8 downloads

    Syberia Remastered Localization Tool (2025) * Syberia Remastered Localization Tool.py Required: Python. When installing, make sure to check “Add python.exe to PATH.” Usage: * Copy the LocalizationModule file into the same folder as the .py file. * Run the .py file (double-click it). * In the window that opens, select the language you want to edit. * Export the text into a .tsv file. * Add your translation in the Translation column. * Run the .py file again and import your translation back in. * The new file will be created with the NEW_ suffix. Tested with latest steam Build (20969727) FEARka
    3 points
  2. The "repeated offsets" pointing to new blocks indicate that the main BIGFILE.CAT is acting as a master container that holds smaller, self-contained archives inside it. The Master Index: Points to large chunks of data (e.g., "Level 1 Data", "Level 2 Data"). The "New Block": When you go to that offset, you find a new header (signature 01 00 01 00). The Inner Index: This new header has its own list of files. Because this block is treated as a standalone file by the game engine once loaded, its offsets start at 0 (relative to the start of that block), not relative to the start of the whole disc. [ MASTER CAT (BIGFILE) ] |-- Header |-- Index Entry 1: Offset 1000 -> Points to "Level 1 Block" |-- Index Entry 2: Offset 5000 -> Points to "Level 2 Block" | |... [Data at Offset 1000] ... | +-> [ NESTED CAT (Level 1) ] |-- Header (starts at Master Offset 1000) |-- Index Entry A: Offset 10 (Absolute: 1010) |-- Index Entry B: Offset 50 (Absolute: 1050) |-- Data... Why did developers do this? (The Logic) This approach was necessary due to the hardware limitations of the PlayStation 1 (PS1): RAM Constraints: The PS1 has only 2MB of RAM. It cannot keep a massive table of thousands of file offsets in memory at all times. Modular Loading: The game loads the "Master Index" to find the location of the current level's data. It then streams that specific "Block" (Nested CAT) into memory. Relative Addressing: Once the "Block" is loaded into a specific memory address, the game engine reads the inner offsets. Since these offsets are relative to the start of the block (0), the engine can easily calculate memory pointers without needing to know where the block was originally located on the CD.
    2 points
  3. Version 1.1

    551 downloads

    Tools for Battlefield 6 beta. Currently supports dumping the game, export models/maps. Usage is similar to previous tools for frostbite engine. toc_bf6.exe - dump tool Change .ini file parameters: - game path - dump path - selection to dump "ebx", "res", "chunks" or "all" Then drop any .toc file onto .exe to dump assets. Or run from command line with 1 parameter - toc file name. Fb_bf6_mesh.exe - model tool Takes .MeshSet as parameter. ske_soldier_3p.ebx - main universal skeleton for soldiers. Must be in the same folder. If you need another skeleton, use its name as 2nd parameter. Or rename it to ske_soldier_3p.ebx. Tool will try to find chunks automatically. If not, it gives error message with chunk name. Map export 1. Create database Run fb_maps_bf6_db.exe tool once, it will scan whole dump for meshsets and blueprints, so later maps can be converted fast, without the need to go into whole tree of assets. This will take a few minutes. After that, 2 files will be created: bp.db & meshnames.txt, which need to stay in the same folder with EXE for main tool to work. 2. Export maps Use fb_maps_bf6.exe (main map tool) to convert maps. Drop any EBX on it, use in command line with 1 parameter, or create a batch. 3. Terrain export Main terrain data is in .TerrainStreamingTree files for each level. For some levels, these files are small, which means the actual data is in chunks. Sometimes data is in the file itself, in this case it may be big, about 50mb in size. Drop .TerrainStreamingTree on fb_terrain_bf6.exe or use command line.
    2 points
  4. 2 points
  5. I've just released new version of ImageHeat 🙂 https://github.com/bartlomiejduda/ImageHeat/releases/tag/v0.39.1 Changelog: - Added new Nintendo Switch unswizzle modes (2_16 and 4_16) - Added support for PSP_DXT1/PSP_DXT3/PSP_DXT5/BGR5A3 pixel formats - Fixed issue with unswizzling 4-bit GameCube/WII textures - Added support for hex offsets (thanks to @MrIkso ) - Moved image rendering logic to new thread (thanks to @MrIkso ) - Added Ukrainian language (thanks to @MrIkso ) - Added support for LZ4 block decompression - Added Portuguese Brazillian language (thanks to @lobonintendista ) - Fixed ALPHA_16X decoding - Adjusted GRAY4/GRAY8 naming - Added support section in readme file
    2 points
  6. The textures are compressed with ZSTD - just that type 0 means the whole file is not compressed. But there doesn't seem to be any encryption once decompressed - looks something like ETC format:
    2 points
  7. Thanks for some info from here and made a tool for unpacking and packing localize map files, if someone is interested in it. https://github.com/dest1yo/wwm_utils
    2 points
  8. I'm trying my best to make it load somehow
    2 points
  9. It's been a while since this topic is up and i have found a way to deal with this: -Step 1: From the .farc files, use either the tool mentioned at the first post of this thread, or download QuickBMS and use the virtua_fighter_5 bms script i included in the zip file below to extract them into bin files. -Step 2: Download noesis and install the noesis-project-diva plugin (https://github.com/h-kidd/noesis-project-diva/tree/main , or in the included zip file) in order to view and extract the textures/models and use them in Blender or a 3d modeling software of your choice. KancolleArcade.zip
    2 points
  10. I don't know if there are more models in that unpacked folder, you need to check that so examine each file there. Just remember that characters use shorts in vertices buffer, I think I saw other file with floats but maybe that file is not a character or maybe it is but with floats, I really don't know, lol. Here is the script if you want to test it: fmt_black_ps2_prototype_DB.py
    1 point
  11. the lvl file is essentially like a zip/container file containing a bunch of .rbm/.rba (CAFF) files and the .rbm/.rba files are basically containers with the data for any given asset, eg models will include a model(header), scenegraph, textures and may additional things like hits/animation data packed inside too if its relevant to the model and/or not shared between a bunch of other models in which case they are usually packed inside the zpackage rbm files.
    1 point
  12. For the selected values in rectangles you may start at 0x208, 0x20A or 0x20C - none of the point clouds looks promising.
    1 point
  13. I fear there's not too many who dealed with PS2 animations in this forum, me included. Do you have skeleton data? I checked the dff mesh, looks doable, but usually I don't like to work from scratch:
    1 point
  14. if there are any unreleased models they should be pretty easy to find, afaik most(probably all?) of the package files have the same checksums as the retail game (dvddata\aid\zpackage) - i cant say ive tested every single one but of the ones i have that has been the case. there are some other assets that are in the file system but i dont know if any are different, eg dvddata\aid\bfdmodel\characters\SinglePlayerVehicles\MachineGunTurret is actually the model shown in my original post, theyre not compressed so you can easily use a texture viewer to see if anything looks interesting (almost all textures are DXT1/DXT5) sometimes theyre just the same model as the original but with a larger texture, eg 512x512 instead of 128x128, the demo version of conker is an example of this as well, his texture on the demo is higher res than the retail game. if anything most of the "easter eggs" are probably buried in the original/actual game and just go un noticed, for example in one of my chats with Uber Winfrey he pointed out Berrys dresser has this ontop of it: or the gargoyle statues: safe to say the rareware guys had an interesting sense of humor. ------------------------------------------ as for any tool, the closest thing to it would be Uber Winfrey's blender script. Most of my work has just been around documenting the structs/data, and while extracting some of the raw data is easy enough there is still a ton of stuff that needs to be figured out like for example Animation data is still WIP and would probably need to translate the shaders for the model to look right eg Fur, Cloth, Shine etc since it uses old VSH/PSH shaders instead of HLSL, they're pre compiled so they need to be decompiled from binary data, figuring out the shader params and what/how they're used for etc. these aren't unsolvable problems but its definitely outside of my skillset which means even if i find time for it its going to be slow.
    1 point
  15. When debugging function 0010D850, I found these filenames in the t0 register (after the decryption result; it also loads the filenames of files with the .JRS header into memory): LOGO.JRS MAINSCRIPT.JRS SCENARIO.JRS SCENARIO00_ROMA.JRS SCENARIO00_ROMA_TGS.JRS SCENARIO00_ROMA_TRIAL.JRS SCENARIO01_EGOI.JRS SCENARIO01_EGOI_TGS.JRS RES/SCRIPT RES/SCRIPT/SC RES/SCRIPT/SC/00_ROMA RES/SCRIPT/SC/01_EGOI RES/SCRIPT/SC/02_TERO RES/SCRIPT/SC/10_KAISOU SCRIPT.SVL etc... The flow is: SCRIPT.PTD (disk) → [AT GAME STARTUP] → Decompress YKLZ → Decrypt .JRS → Load into PS2 memory --- Knowing this, I set a read/write/change breakpoint in the PS2 debugger after the initial file-loading process in RAM. In this case, I set it at 0056AC20 (which corresponds to `SCENARIO00_ROMA.JRS`), and as expected, this is the first dialogue shown in the Romantica route. 0011A010 (game_load_resource) ↓ 0010DED0 (file_system_wrapper) ↓ 0010DB58 (process_filename) → Converts "SCENARIO00_ROMA.JRS" to something ↓ 0010DC48 (binary_search) → Searches table using 0018E4FC (optimized strcmp) ↓ 0010DD98 (get_file_info) → Returns data_ptr (already in memory?) ↓ RETURNS to 0011A010 ↓ ...... 00106800 (PROCESS .JRS?) → UNKNOWN ↓ 001068D0 (FINISHES?) → Another unknown --- FUNCTIONS 0010DC48 – Binary Search - Searches for files in a master table sorted alphabetically (only to verify file calls are correct) 0010DD98– Get File Info - Returns data_ptr (already in memory), size, and flags 0010DED0 – File System Wrapper - Orchestrates the search and retrieval process 0011A010 – Game Resource Loader - Manages memory pool - Calls the entire system --- The only thing left to do is trace the flow and see what gets called after the .JRS file is loaded (which is obviously to process and render the text). With the information on how the game processes and displays text, we can process the previously extracted files from script.ptd to view the Japanese dialogues. I need to rest my brain… haha
    1 point
  16. 1. FILE STRUCTURE (script.ptd) | Offset | Size | Content | |--------|------|---------| | `0x00` | 32 bytes | **Header** with signature "PETA" (50 45 54 41) | | `0x20` | 256 bytes | **SBOX** (Substitution Box for decryption) | | `0x120` | 1,728,224 bytes | **Encrypted data** | 2. DECRYPTION & DECOMPRESSION PROCESS script.ptd → Decryption → YKLZ/LZSS → Binary Script 249 YKLZ/LZSS compressed sections found in decrypted data YKLZ/LZSS decompression works correctly 3. DECOMPRESSED SCRIPT ANALYSIS Header identified: `純ロマ = "JUNROMAN" Current issue:Shift-JIS Japanese text not found - appears encrypted even after decompression Example decompressed output: 純ロマ####@###シg##@###ト###4.##X)##イ*##4... 4. SUSPECTED SCRIPT STRUCTURE?? [Shift-JIS Text] [Padding "####"] [Command "@" + 3 params] [More Text]... Parsing logic??? 1. Parser detects `@` (0x40) → Command indicator? 2. Reads next 3 bytes → Command parameters? 3. Processes Shift-JIS text (1-2 byte characters)? 4. Skips padding `#` (0x23) → Alignment bytes 5. GAME EXECUTION FLOW (pcsx2 debugger) fcn.0010e048 (Interpreter) ↓ fcn.0010ded0 (Parser) ↓ fcn.00119fc0 / fcn.0011a0ec (Handles dialogues?) ↓ fcn.00106800 (Context configuration) ↓ fcn.001068d0 (Text rendering) ↓ fcn.0016e400 / fcn.0016e4a8 (Unknown final processing) 6. CURRENT PROBLEM The text appears garbled/encrypted even after YKLZ decompression....... Additional encryption layer** after LZSS decompression??
    1 point
  17. *.abc is font map. Maybe you can add some characters in it. Now for the texture. Original is 32 bit rgba, yours is DXT5 which is not exact as org. Also i noticed you didn't change alpha channel of the char which is crucial for correct display.
    1 point
  18. D:\88>py fgo_arcade_mot_parser.py --mot CHARA_POSE_SVT_0088_S01.mot --skl SVT_0088_S02.skl --bone arm_r --frames 100 0 0.000007 0.402854 0.002541 0.915261 1 0.000120 0.975284 0.052175 -0.214706 2 0.069035 0.000000 0.000000 -0.997614 3 0.000000 -0.276927 -0.000008 -0.960891 4 0.000000 -0.736034 -0.000022 -0.676945 5 0.000000 0.738174 0.000023 0.674610 6 0.000000 0.848413 0.000028 0.529335 7 0.000000 0.998036 0.000034 0.062648 8 0.000000 0.955551 0.000035 0.294825 9 0.000000 0.787267 0.000030 0.616612 10 0.000000 0.853046 0.000034 0.521836 11 0.000000 0.978375 0.000040 0.206837 12 0.000000 0.950974 0.000040 -0.309270 13 0.000000 0.988709 0.000043 -0.149846 14 0.000000 0.955742 0.000043 0.294205 15 0.000000 0.335155 0.000015 0.942163 16 0.000000 0.042013 0.000002 0.999117 17 0.000000 0.055729 0.000004 0.998446 18 0.000000 0.600873 0.000037 0.799344 19 0.000000 0.431736 0.000025 0.902000 20 0.000000 -0.474964 -0.000031 0.880005 21 0.000000 0.005943 0.000002 0.999982 22 0.000000 0.472832 0.000034 0.881153 23 0.000000 0.562161 0.000044 0.827028 24 0.000000 0.544627 0.000045 0.838678 25 0.000000 0.498805 0.000045 0.866714 26 0.000000 0.663745 0.000065 0.747959 27 0.000000 0.598301 0.000061 0.801271 28 0.000000 0.237227 0.000025 0.971454 29 0.000000 -0.314591 -0.000039 0.949227 30 0.000000 -0.813891 -0.000100 0.581017 31 0.000000 -0.989480 -0.000131 -0.144672 32 0.000000 -0.995146 -0.000143 -0.098406 33 0.000000 -0.920574 -0.000144 0.390568 34 0.000000 -0.220975 -0.000032 0.975279 35 0.000000 0.662326 0.000116 0.749216 36 0.000000 0.995018 0.000179 -0.099691 37 0.000000 0.960525 0.000182 0.278192 38 0.000000 0.592240 0.000118 0.805762 39 0.000000 -0.021210 -0.000011 0.999775 40 0.000000 -0.047665 -0.000008 0.998863 41 0.000000 0.314114 0.000081 0.949385 42 0.000000 0.421506 0.000118 0.906826 43 0.000000 0.740391 0.000225 0.672176 44 0.000000 0.996086 0.000322 -0.088392 45 0.000000 0.610455 0.000199 -0.792051 46 0.000000 -0.147819 -0.000063 -0.989014 47 0.000000 -0.758611 -0.000329 -0.651544 48 0.000000 -0.633201 -0.000271 -0.773987 49 0.000000 0.144974 0.000071 -0.989435 50 0.327163 0.016943 0.000008 -0.944816 51 0.000075 0.714520 0.031271 -0.698916 52 0.000000 0.231376 0.000223 0.972864 53 0.000000 0.589910 0.000409 0.807469 54 0.000000 0.814108 0.000585 0.580713 55 0.000000 0.510365 0.000383 0.859958 56 0.000000 0.119739 0.000083 0.992805 57 0.000000 -0.291270 -0.000258 0.956641 58 0.000000 -0.409780 -0.000399 0.912184 59 0.000000 -0.622229 -0.000662 0.782835 60 -0.000002 -0.941428 -0.001064 0.337213 61 -0.000002 -0.966760 -0.001144 0.255684 62 -0.000002 -0.940971 -0.001175 0.338484 63 -0.000002 -0.957375 -0.001293 0.288845 64 -0.000003 -0.922744 -0.001354 0.385411 65 -0.000003 -0.793428 -0.001291 0.608662 66 -0.000004 -0.998795 -0.001788 -0.049037 67 -0.000003 -0.836432 -0.001628 -0.548068 68 -0.000004 -0.931258 -0.001932 -0.364356 69 -0.000005 -0.993580 -0.002216 -0.113106 70 -0.000005 -0.983486 -0.002361 0.180970 71 -0.000005 -0.812511 -0.002115 0.582941 72 -0.000005 -0.710143 -0.002080 0.704054 73 -0.000006 -0.820454 -0.002625 0.571706 74 -0.000008 -0.999984 -0.003401 0.004570 75 -0.000007 -0.792709 -0.002817 -0.609593 76 -0.000002 -0.308776 -0.001126 -0.951134 77 0.000004 0.259678 0.001201 -0.965695 78 0.000009 0.733887 0.003312 -0.679263 79 0.000013 0.975185 0.004912 -0.221336 80 0.000014 0.997418 0.005142 0.071628 81 0.000013 0.998641 0.004884 0.051882 82 0.000012 0.999473 0.004623 0.032116 83 0.000012 0.999914 0.004360 0.012337 84 0.000011 0.999964 0.004096 -0.007446 85 0.000010 0.999622 0.003830 -0.027227 86 0.000009 0.998889 0.003563 -0.046997 87 0.000009 0.997764 0.003294 -0.066748 88 0.000008 0.996250 0.003024 -0.086474 89 0.000007 0.994345 0.002753 -0.106165 90 0.000007 0.992051 0.002481 -0.125815 91 0.000006 0.989368 0.002208 -0.145416 92 0.000005 0.986298 0.001934 -0.164960 93 0.000004 0.982843 0.001659 -0.184439 94 0.000004 0.979002 0.001383 -0.203846 95 0.000003 0.974778 0.001107 -0.223173 96 0.000002 0.970173 0.000831 -0.242413 97 0.000001 0.965188 0.000554 -0.261558 98 0.000000 0.959825 0.000277 -0.280601 99 0.000000 0.954086 0.000000 -0.299534
    1 point
  19. Please don't publish tutorials until you finish them. Also, Raw Texture Cooker is outdated. It's better to use ImageHeat https://github.com/bartlomiejduda/ImageHeat It supports more pixel formats etc.
    1 point
  20. Introduction This question is probably the most asked one and it makes total sense why, the answer unfortunatelly is pretty generic in it's nature, it depends but if we dive deeper turns out it's not as hard as you think might be here is why I personally think this way... Reverse engineering the game, specifically for asset extraction, requires 4 different steps to create: 1. Extract Game Archive, (Reverse enigneer game's extractioon method, spot a compression method, decrypt xor keys (Rarely)) 2. Reverse Enigneer Binary 3D model files 3. Reverse egnineer Binary Texture files 4. Reverse egnineer the Binary Audio files While those are not extreamly hard to topics to learn, it can took some time to figure them out yourselfe. There are numereous ways to reverse engineer those tasks, you can do it manually via binary inspection, or by using, exploits or even by using leaked Beta Builds or reloaded versions, that often are packed with .PDB files (debug symbols) that can be loaded into Ghidra for near source code, code debugging experience. While the best one is still a binary inspection, there are already dedicated tools for this, for inspecting and extracting manually sample by sample, but currently in time being there aren't any automated programs for this so you must choose to rely on Python scripts. For extracting game archives I recommend QuickBMS for model extraction Model Researcher for Textures Raw Texture Cooker and Audacity for Audio... By extracting all of the game content don't forget about the Headers and Magic Numbers, No matter how Payload loos like, the headers are always the same and often contain super usefull info with them. Graphic Debuggers vs Reverse Engineering This is hot topic is the most intersting one, since yes, Dumping 3D Models and Textures + Recording the Audio's using Graphic Debuggers like RenderDoc, nvidia Nsight Graphics and NinjaRipper Exploit obviously way, way easier than any reverse engineering the proprietary files, it can be done in few minutes vs it can took a few days to mounths in Reverse Engineering so the difference is huge sometimes, hovewer after you reverse engineered the binary files you have access to extreamly fast asset "ripping" speeds without relying on the drawcalls and of course you have access to all of the cut contents and very very easier and faster Map/World "ripping". There are obviously upsides and downsides in both of the methods, I personally recommend using exactly what you need for, if there are already scripts for extracting and maybe even converting some binary proprietary assets then go for it!
    1 point
  21. Got a point cloud character and some normals, edit: got rid of them:
    1 point
  22. Skeleton deformations for the character creator is probably a more accurate term for Veilguards “morph targets” (DAO/DA2 use straight up targets while I/VG use the skeleton to deform morphs with different bone positions) But I’m not a game dev. 😉
    1 point
  23. When you choose "uncompressed" the file size should be bigger than for a DXT5 file. I'd try some other tool, maybe Gimp, for testing.
    1 point
  24. ImageHeat v0.39.2 (HOTFIX) https://github.com/bartlomiejduda/ImageHeat/releases/tag/v0.39.2 Changes: - Fixed hex input - Changed endianess and pixel formats bindings (required for hex input fix)
    1 point
  25. hi need help ripping and reverse engineering the Geekjam, Toejam, and the Earl models from Toejam and Earl III for a animation. below are the .funk files (which is located in the bdl folder for some reason idk) and .bmt files for each character. files for toe jammin and fateral.zip
    1 point
  26. So here's pixel format for ps4. PF_DXT5 = 7 PF_DXT1 = 13 PF_BC7U = 22 PF_UNKNOWN = 2 not sure but can be RGBA
    1 point
  27. This file stores luac and dat data, so it cannot be processed using the unityfs split script. I wrote a new split script to experimentally disassemble the file content you provided and decompile the lua file. If you want to decompile please enable the -j parameter Basic usage (no decompilation) python pkg.py input.patch output_dir With decompilation (slower) python pkg.py input.patch output_dir -j For decompilation, please download unluac from other locations. After compilation, place the .jar file in the same directory as the script. Due to different compilation environments, errors may occur, so unluac needs to be compiled by yourself. pkg.py
    1 point
  28. I remember to make a request in your github about it. 👍 Somehow, we were not able to see these textures in ImageHeat, only after extraction and decompression. Anyway, for the Switch textures it seems to be an issue as h3x3r said above and I confirm it too. In the attachment you find all the textures in UNIFORM.TEX (including jersey-color) from the Switch version already decompressed. The stock texture file is in the Switch files in the first post (UNIFORM.TEX). In the screenshot below you see the parameters for the jersey-color texture. Maybe useful when you have time to check it to help you fix ImageHeat. UNIFORM Switch decompressed.zip
    1 point
  29. Version 1.0.0

    3 downloads

    The Russian tool has been translated into English.
    1 point
  30. I don’t know if this has any effect. https://web.archive.org/web/20230000000000fw_/https://www.zenhax.com/viewtopic.php?t=3547
    1 point
  31. I've moved this topic to graphic file formats, rather than 3d Models where you posted it. Also, please don't start another post for the exact same thing. I've deleted your other post as a duplicate. Please read the rules before posting again.
    1 point
  32. The game have update and they hard-coded new text in .mpk lua script, because some words have many different meaning depend on the context. With packet sniffing, i observed that the game download some .pak file from easebar.com and put them in .mpk file. These file are encrypted.
    1 point
  33. Version 2.0.0

    263 downloads

    Currently, the test work has been carried out on Where Winds Meet, unless a certain game appears with the same index structure as theirs Applicable games Where Winds Meet Command processing Please put all the files you need into the same folder as the script patch mpk.py patch.mpkdb patch mpk.py *.mpkinfo Notice!!! patch.mpkdb only has the index of patchx.mpk or patchxx.mpk files For example patch.mpk patch1.mpk....patch50.mpk For other mpks, the index information should be in mpkinfo To make the script better handle, please do not put together .mpk files with the same number suffix. For example resources1.mpk LT1.mpk Because there are too many mpkinfo, many mpkinfo and mpk file names are not opposite. In some cases, there is no distinction logic written. If the numbers are the same, it may be misjudged as being to be processed. mpk If you really need to deal with it It is recommended to process step by step, such as importing resources1.mpk and resources.mpkinfo first. After the processing is completed, delete resources1.mpk and resources.mpkinfo in this folder, and then importing LT1.mpk and LT1.mpkinfo If you are dealing with mpkinfo named after the in-game name For example MpkCached_common_qinghe.mpkinfo It is recommended to put all patches of patchxxxx.mpk into this folder
    1 point
  34. I made a blender addon to import models, textures and animations for dolphin wave and other games that used the same engine. it can import lzs and lza files as is. You don't need to decrypt or decompress the files https://github.com/Al-Hydra/blenderBUM
    1 point
  35. thanks 2001_800xcsled.zip 1999_440xcrsled.zip
    1 point
  36. To whoever ends up here in the future, there is a really simple to use utility to convert files from Xbox ADPCM to PCM and vice-versa on Github: Sergeanur/XboxADPCM Thanks for the thread, I really thought the WAV files I had were lost forever due to an obsolete codec..! In my case, I am porting the PT-BR voiceover of Max Payne from PC to Xbox, which I am surprised wasn't done before.
    1 point
  37. When i get home, i will compile the decompressor/compressor unpack and pck tool, is one all tool. std::vector<uint8_t> compressLZSSBlock(const std::vector<uint8_t>& input) { const int MIN_MATCH = 3; // comprimento mínimo para virar par const int MAX_MATCH = 17; // (0xF + 2) const int DICT_SIZE = 4096; const size_t n = input.size(); // Dicionário igual ao do descompressor std::vector<uint8_t> dict_buf(DICT_SIZE, 0); size_t dict_index = 1; // mesmo índice inicial do descompressor size_t producedBytes = 0; // quantos bytes já foram "gerados" (saída lógica) std::vector<uint32_t> flagWords; uint32_t curFlag = 0; int bitsUsed = 0; auto pushFlagBit = [&](bool isLiteral) { if (bitsUsed == 32) { flagWords.push_back(curFlag); curFlag = 0; bitsUsed = 0; } if (isLiteral) { // bit 1 = literal (mesmo significado do descompressor) curFlag |= (1u << (31 - bitsUsed)); } ++bitsUsed; }; std::vector<uint8_t> literals; std::vector<uint8_t> pairs; literals.reserve(n); pairs.reserve(n / 2 + 16); size_t pos = 0; while (pos < n) { size_t bestLen = 0; uint16_t bestOffset = 0; if (producedBytes > 0) { // tamanho máximo possível para este match (não pode passar do fim do input) const size_t maxMatchGlobal = std::min(static_cast<size_t>(MAX_MATCH), n - pos); // percorre todos os offsets possíveis do dicionário for (int off = 1; off < DICT_SIZE; ++off) { if (dict_buf[off] != input[pos]) continue; // --- SIMULAÇÃO DINÂMICA DO DESCOMPRESSOR PARA ESTE OFFSET --- uint8_t candidateBytes[MAX_MATCH]; size_t candidateLen = 0; for (size_t l = 0; l < maxMatchGlobal; ++l) { const int src_index = (off + static_cast<int>(l)) & 0x0FFF; // valor em src_index, levando em conta que o próprio bloco // pode sobrescrever posições do dicionário (overlap) uint8_t b = dict_buf[src_index]; // Se src_index for igual a algum índice de escrita deste MESMO par // (dict_index + j), usamos o byte já "gerado" candidateBytes[j] for (size_t j = 0; j < l; ++j) { const int dest_index = (static_cast<int>(dict_index) + static_cast<int>(j)) & 0x0FFF; if (dest_index == src_index) { b = candidateBytes[j]; break; } } if (b != input[pos + l]) { // não bate com o input, para por aqui break; } candidateBytes[l] = b; ++candidateLen; } if (candidateLen >= static_cast<size_t>(MIN_MATCH) && candidateLen > bestLen) { bestLen = candidateLen; bestOffset = static_cast<uint16_t>(off); if (bestLen == static_cast<size_t>(MAX_MATCH)) break; // não tem como melhorar } } } if (bestLen >= static_cast<size_t>(MIN_MATCH)) { // --- CODIFICA COMO PAR (offset, length) --- pushFlagBit(false); // 0 = par uint16_t lengthField = static_cast<uint16_t>(bestLen - 2); // 1..15 uint16_t pairVal = static_cast<uint16_t>((bestOffset << 4) | (lengthField & 0x0F)); pairs.push_back(static_cast<uint8_t>(pairVal & 0xFF)); pairs.push_back(static_cast<uint8_t>((pairVal >> 8) & 0xFF)); // Atualiza o dicionário exatamente como o DESCOMPRESSOR: // for (i = 0; i < length; ++i) { // b = dict[(offset + i) & 0xFFF]; // out.push_back(b); // dict[dict_index] = b; // dict_index = (dict_index + 1) & 0xFFF; // } for (size_t i = 0; i < bestLen; ++i) { int src_index = (bestOffset + static_cast<uint16_t>(i)) & 0x0FFF; uint8_t b = dict_buf[src_index]; dict_buf[dict_index] = b; dict_index = (dict_index + 1) & 0x0FFF; } pos += bestLen; producedBytes += bestLen; } else { // --- LITERAL SIMPLES --- pushFlagBit(true); // 1 = literal uint8_t literal = input[pos]; literals.push_back(literal); dict_buf[dict_index] = literal; dict_index = (dict_index + 1) & 0x0FFF; ++pos; ++producedBytes; } } // Par terminador (offset == 0) pushFlagBit(false); pairs.push_back(0); pairs.push_back(0); // Flush do último flagWord if (bitsUsed > 0) { flagWords.push_back(curFlag); } // Monta o bloco final: [u32 off_literals][u32 off_pairs][flags...][literais...][pares...] const size_t off_literals = 8 + flagWords.size() * 4; const size_t off_pairs = off_literals + literals.size(); const size_t totalSize = off_pairs + pairs.size(); std::vector<uint8_t> block(totalSize); auto write_u32_le = [&](size_t pos, uint32_t v) { block[pos + 0] = static_cast<uint8_t>(v & 0xFF); block[pos + 1] = static_cast<uint8_t>((v >> 8) & 0xFF); block[pos + 2] = static_cast<uint8_t>((v >> 16) & 0xFF); block[pos + 3] = static_cast<uint8_t>((v >> 24) & 0xFF); }; write_u32_le(0, static_cast<uint32_t>(off_literals)); write_u32_le(4, static_cast<uint32_t>(off_pairs)); size_t p = 8; for (uint32_t w : flagWords) { block[p + 0] = static_cast<uint8_t>(w & 0xFF); block[p + 1] = static_cast<uint8_t>((w >> 8) & 0xFF); block[p + 2] = static_cast<uint8_t>((w >> 16) & 0xFF); block[p + 3] = static_cast<uint8_t>((w >> 24) & 0xFF); p += 4; } std::copy(literals.begin(), literals.end(), block.begin() + off_literals); std::copy(pairs.begin(), pairs.end(), block.begin() + off_pairs); return block; } @morrigan my compressor, try it, and let me know the results.
    1 point
  38. Actually the LZSS provide above, is wrong, for the files. I did the reverse enginner of the algorithim, Try the tool, see if the image get right TenchuWoH_DeCompressor.zip
    1 point
  39. They are still pck files. I can find many wwise .bnk files in AA462ABBFEC319B665666E14585F97D9_EndfieldBeta with ravioli explorer , RavioliGameTools_v2.10.zip (if you need)and I think quickbms also work. By the way I guess the really wem audio files are in another pck files. there are over 5000 bnk files in AA462ABBFEC319B665666E14585F97D9_EndfieldBeta. That means the bnk files may not store any actual audio files
    1 point
  40. Version 0.0.0.1

    11 downloads

    Extremely early version of tool, can export a good portion of models in game, some will fail due to version (investigating if this is due to them being old files, or if the game genuinely has a different code path for them, as I can only see 1 in the exe). Some will also fail due to WIP issues with mapping LOD indices (errors or corrupt mesh output) Drag and drop Alan Wake 2's folder onto the exe/pass it via CLI and it will export all binfbx files in the archives. Currently only exports models with material names/skeleton, references to textures and other data is a heavy work in progress, but I felt it was best to get an early version out that can at least export mesh info. Requires Cast plugin to import into Blender/Maya for now, more formats will be supported later: https://github.com/dtzxporter/cast Janitor.CLI.7z
    1 point
  41. For this format it's not as hard as you may think of. It's just a matter of persistent search which some people lack of and leave it to guys like me... Be that as it may, here's a H2O example, copy the 6 lines into notepad, for example, and save as ch0001_01_whatever. Rename the .txt file to .H2O then and load the model and the H2O file into hex2obj. Press the 'mesh' button. 0x951408 11085 Vb1 32 99 0x8F8A68 5239 021010 0x0 255 ch0001_01 obj.bin seems to contain different meshes: And the start address of the concerning FI block is unknown: Being bored by this annoying FIs' start address search for each sub mesh I used meshlab again:
    1 point
  42. Version 1.0.0

    1,199 downloads

    Here is a list of all (or almost all) Xentax topics archived by wayback machine. Find topic name with search or filter (see "spiderman" screenshot as example), then copy URL for the list, and open it. There you can read the whole topic, with instructions and comments. But there will be no attached files. You can get attached files from archive.org - https://archive.org/details/xentax.7z in "attachments" folder. They are sorted by forum number and topic ID. So you have to look into corresponding forum folder (16 = 3d models in this example) and topic folder (20634 for spiderman PS4) - there you can find all files attached to that topic for each post (in there are many).
    1 point
  43. use my plugin for Noesis arc_zlib_plzp_lang_vfs.py (which I mentioned earlier) it recursively unpacks all files, at the output you will get *.png, *.wav, *.pm3, *.vram, *.text, *.pvr and e.t.c You can also find a link to the plugin for 3D models *.vram above in the same topic. (*.pvr can open in PVRTexTool)
    1 point
  44. I wrote a VSF UNPACK/PACK program and a new decompressor/compressor for zlib. Now, it accepts large files and there's no need to use QuickBMS anymore. The .vfs file can now be larger than the original. I did a test, and it worked with the image below, maybe you can put music and soundeffects as well, If the .py file doesn't work, you must install tkinter via pip. VFS_PackUnpack_Tool.py zlib_DeCompressor.py
    1 point
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