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Does anyone know how to extract the code from this format of resource?.mercury
cf4548 posted a topic in 3D/2D models,
It's called Lightning Link Casino, and it's from madness.
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- 7 replies
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cf4548,Unreal Engine 4 pak-file Unpacker [UE4 global topic]
halloweeks posted a topic in Game Archive,
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halloweeks,The Amazing Spiderman 2 (android) - modding obb file
BillyButcher posted a topic in Game Archive,
smali.zip
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- 2 replies
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BillyButcher,NetEase NeoX Engine - NXPK (.npk) Archive Extraction
TeaEffTeu posted a file in Scripts,
Currently Supported Games
Force Extraction (no guarantees)
Identity V (NeoX 1/2)
Onmyoji
Changelog
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- 4 reviews
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DasMoorhuhn,Explode Arena (Symbian) - script for .pak files
pccrack posted a topic in Discussion and Help,
peace
data.rar
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- 1 reply
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pccrack,5000 max
Guest posted a topic in Looking for help ?,
pm me if need want something to work on and paid . its ongoing thing
discord: tri7ap
paypal $500 to start all rest after/overtime
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- 6 replies
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Guest,Help: Issues decompressing unknown-LZO compressed data (.ghx2)
beanieaxolotl posted a topic in Compressed files and methods,
I am currently having difficulty on trying to decompress the LZO data from a .ghx2 file, or the original project file for music made with the GAX Sound Engine.
I would like to be able to decompress the data so I can easily reverse-engineer the sequence data format.
The only known "decompressors" I can find readily available are GAXPlay.exe and GAX.ocx.
I could not find any matching LZO algorithms for the data; QuickBMS didn't find any matches (even with brute-forcing). The few LZO decompression executables that I could find didn't even know what to do.
The LZO data is unheadered (i.e no LZOD header). I have separated the relevant data into a .bin file.
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- 2 replies
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beanieaxolotl,Reflash/old swf flash site
Guest posted a topic in Let's Hire The Gun,
-Edit the text(s), Flash elements/animation, images/buttons with higher res., pages, etc. Keeping the Flash (A.Animate) at core and what not.
-Scaled to fit the whole browser page
-Add some sort of trilinear filtering/interpolation, so it doesn't look pixelated when scaled.
pay is paypal/bi-weekly if it can be done.
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- 6 replies
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Guest,Reverse AKAO
Guest posted a topic in Let's Hire The Gun,
The AKAO sound driver I'm using is FF9. while the same generally in PSX, it has some difference in 9 as opposed to FF7.
https://wiki.ffrtt.ru/index.php/FF9/Sound/AKAO_sequence
http://web.archive.org/web/20180325002633/https://www41.atwiki.jp/sagafrontier/pages/43.html
https://www.mediafire.com/file/4mt5rv17k3iy3am/akao_sound9.zip/file
pay is paypal/ % upfront if it can be done. pm me.
discord tri7ap
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Guest,Dragon quest Heroes I and II for nintendo switch (english port)
elMamuton posted a topic in Game Localization,
A little context:
The game was never localized into English on the Nintendo Switch, in addition the console has some content exclusive to this version.
Why am I trying this?
I'm Brazilian and I don't have a lot of money, whenever I have access to consoles it's through second-hand devices. I played Dragon Quest Heroes for the first time on Psvita using an incomplete translation and that made me fall in love with the franchise and today I try to play all the games I can get my hands on. I would like to localize the Switch version so that in the future these games can also serve as entrance for other players.
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hayashi1225,Reverse Engineering Tutorials Collection
ikskoks posted a topic in Tutorials,
useful topics from Xentax, Zenhax and any other reverse engineering related sites that
I was able to find in the Internet. I have put them into categories.
You may encounter situation when one tutorial fits to few categories, but it is placed
only in the category that it fits most. Also, you may encounter tutorials with "[PL]" mark,
these are tuts in Polish language. If you don't understand this language, just skip them.
Also be aware that I haven't read/watch some of these tutorials yet, so I can't recommend you
which tutorial is the best choice, sometimes I'm still learning new things just like you
and on this list you may find tuts that are not very useful for you, so don't blame
me for that. 🙂 Just pick your favourite category and start learning.
If you are complete newbie, I would recommend to start with tuts from category
"Basic knowledge".
If you have any other good source of knowledge, you can write a comment below
and I will update this tutorials collection.
Also remember that those links may be dead some day, so don't blame me for that
and just make a copy for private use 🙂
So that's it. Enjoy. 😄
Links to tutorials:
Basic knowledge / Archive extraction
- Definitive Guide To Exploring File Formats
- MultiExCommander Manual
- What is a File Format?
- Let's MultiEx
- MultiEx Commander 4.5 YouTube tutorials
- MexScript Documentation
- Analyzing and Reverse Engineering a Game Archive
- Key points to successful hex reading
- Running a command-line tool on all the files of a directory and sub-folders (batch)
- Overview of game file formats and archives
- REWiki - Reverse engineering hints
- REWiki - Links to reverse engineering resources
- HOWTO-Reverse Engineering
.......
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Marco,NPJH-50414 FF4 PSP Mod Tool
Guest posted a topic in Looking for help ?,
I'm offering $1000 ($500 upfront before doing anything) to anyone who can help me with ff4
paypal only.
Console: PlayStation Portable (Testing with PPSSPP temp.)
Game: FINAL FANTASY IV: The Complete Collection
Patch EBOOT.BIN to read/write/access unpacked+decompressed files only (I've already unpacked PAC1.bin, and every single .LZS archive and decompressed every compressed .TM2 image and manually properly named every individual file to correctly match the file name access from EBOOT.BIN). Ignore data from both 'Interlude' and 'The After Years' entirely
Allow importing higher resolution TM2 textures.
Create a TM2 texture plugin exporter for paint.net for new textures in format RGBA16161616.
Use fake syscall/syscall to change game's rendering resolution directly from the in-game config setting. PRX module compiler sdk available for plugins
Change game's framerate to 160.
Edit in-game spell/magic animations with Effekseer
Change the old Text Dialog Window (that covers half the screen in game) into a simple speech dialog bubble.
GUI tool editor editing basics: Character Stats/Equipment/Monsters/Text strings
Battle UI/Menu element editor
Decompile/recompile event script event\script.bin only (C-like syntax)
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Guest,Post in $1000 RE editor & add
Guest posted a post in a topic,
$1000, $500 upfront, paypal only
$500 upfront for help for an exclusive single modding tool just for me.
Payment: Paypal only.
Looking for one to RE an existing tool editor and build off that one.
https://www.mediafire.com/file/7p7tw5ma4ibfaqs/FF4CC_Editor_v0_4.zip/file
Discord: derricktri
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Guest,Post in $1000 RE editor & add
Guest posted a post in a topic,
$1000, $500 upfront, paypal only
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Guest,Post in $1000 RE editor & add
Guest posted a post in a topic,
$1000, $500 upfront, paypal only
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Guest,Post in $1000 RE editor & add
Guest posted a post in a topic,
$1000, $500 upfront, paypal only
Still open and ready now
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Guest,Post in $1000 RE editor & add
Guest posted a post in a topic,
$1000, $500 upfront, paypal only
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Guest,Crimson Skies: High Road to Revenge (DirectX *.x)
notameowcelot posted a topic in 3D/2D models,
This was previously nearly cracked, but not completely, on Xentax many years ago...completely lost now.
The 2001 prototype uses the uncompressed version of the .x format, which also isn't yet reversed... I've included both 2001 prototype and 2003 .x formats in hopes they can be understood. The 2001 version is prefixed as such, and contains the original source (maya binary) that the .x was presumably compiled from - in hopes it could be used for referencing how the .x should look. My hopes are the 2001 .x can be used to help further refine the 2003 .x reversing, and make sure it's more accurate
As a side note the AirplaneHR_Devastator comes from a pre-release build. It's possible there's still some differences from the retail .x format, though unlikely, given the time between the build and release.
AirplaneHR_Devastator.7z
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Iron0Fox,[PS4] Marvel's Spider Man Remastered Localization
bluetooth posted a topic in Game Localization,
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- 18 replies
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zerlkung,One Piece: Pirate Warriors 3 DLC Files
Linkmadao posted a topic in Game Localization,
I've looked a lot, but I can't identify them. Below are the initial positions of the English texts that I used to export the texts.
File: SCENARIO_DLC_000.bin - Header (english texts): Decimal 109584
File: SCENARIO_DLC_001.bin - Header (english texts): Decimal 115440
File: SCENARIO_DLC_002.bin - Header (english texts): Decimal 111744
File: SCENARIO_DLC_003.bin - Header (english texts): Decimal 119376
File: SCENARIO_DLC_005.bin - Header (english texts): Decimal 119536
File: SCENARIO_DLC_007.bin - Header (english texts): Decimal 107504
File: SCENARIO_DLC_008.bin - Header (english texts): Decimal 117744
File: SCENARIO_DLC_009.bin - Header (english texts): Decimal 114624
I'd really appreciate it if you could help me with this detail.
SCENARIO_DLC.zip
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Linkmadao,Commission for a archive-extractor/Noesis plugin
Roachisserie posted a topic in Let's Hire The Gun,
The game in question is Trapt, also known as Kagero 2: Dark Illusion, also known as Deception IV, its a game for the Playstation 2, made by TECMO and more specifically by the developers of Project Zero/Fatal Frame. Its very likely to be running on the same game engine.
I did a bit of digging and discovered the file formats in question, as well as what appear to be skeletal data for either animations or models, with the bone names being in japanese.
I posted this on the discord but figured I'd post here as well. I'm willing to negotiate price for this, but serious inquiries only please!
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Roachisserie,Spiderman 2 tools [PS5]
id-daemon posted a topic in 3D/2D models,
Heres what i found so far:
Spiderman 2 (official release v1.05) has about 400k assets. And its the first game of theirs with no names in archive. But luckily we have a list of names in ...
Spiderman 3 early build, which also has about 400k assets, with names, but a little different. It has about 300 new assets, and missing about 3000 old ones. So it looks like for some first tests of SM3 they removed most of the map or something, and started adding some new models and map parts. I can see it comparing the lists.
Wolverine has only 39k assets built, as everybody know probably, its just a little part of new game for tests.
Now i'm gonna dump some models and make tools to convert them.
Progress details on discord.
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- 13 replies
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michalss,The Gunstringer: .gr2 files
JoshuqTheHusk posted a topic in 3D/2D models,
Is there any way to open this?
Example file: https://www.mediafire.com/file/5mojrmytaix1sdt/gunstringer.gr2/file
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- 5 replies
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JoshuqTheHusk,Post in StarFox64 3D .modelbin
Durik256 posted a post in a topic,
h: 512 ofs: 88
just a quick look. inside the file there is the word “swizzle”, I don’t know which one exactly, I chose PS2 as an example, the bpp is clearly 16 bits. (I chose a random format r5g6b5 for example) *(the rest is up to you)