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LEGO Star Wars The Skywalker Saga DAT Archives

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Alub, posted Sun Apr 03, 2022 3:49 am (70831)


Hi there, I am interested in modding the new LEGO Star Wars game, the DAT file is actually almost the same as LEGO Star Wars The Force Awakens DAT files. The script that works with TFA however does not work for TSS. I can provide samples of DAT files if need be. Thanks for anyone's help!

Here is a screenshot of the TFA script outputs.
Image
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Puterboy1, posted Tue Apr 05, 2022 1:59 am (70863)


Can we have a sample or two?
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SneakySteve, posted Tue Apr 05, 2022 5:32 pm (70876)


Puterboy1 wrote:
Panzerdroid wrote:

Nice, but we might need an entire .dat file to look things further.


IDK how to actually use the files but this is one of the .DAT files from the main game directory. Hope it helps.
https://anonfiles.com/x9x0OdT3x6/CP_STORMTROOPER_DAT
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spiritovod, posted Tue Apr 05, 2022 8:58 pm (70881)


Here is fixed script for Skywalker Saga files from PC version. The difference from default script is that packed flag is now derived from offset field rather than size field. It's recommended to run it with 0.10.x quickbms (latest beta doesn't work correctly with used crc function), otherwise it may crash with an exception error on some files.

Update: The script is updated to support oodle compressed chunks.

ttgames_skywalker_saga_v2.bms

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VJ , posted Tue Apr 05, 2022 9:39 pm (70884)


spiritovod wrote:
Here is fixed script for Skywalker Saga files from PC version. The difference from default script is that packed flag is now derived from offset field rather than size field. It's recommended to run it with 0.10.x quickbms (latest beta doesn't work correctly with used crc function), otherwise it may crash with an exception error on some files.

i tried your script and it only seems to be extracting the DLC - for the GAME.dat files, it says 0 files found
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MSQ, posted Tue Apr 05, 2022 9:44 pm (70885)


spiritovod wrote:
Here is fixed script for Skywalker Saga files from PC version. The difference from default script is that packed flag is now derived from offset field rather than size field. It's recommended to run it with 0.10.x quickbms (latest beta doesn't work correctly with used crc function), otherwise it may crash with an exception error on some files.

Hi, unfortunately this script does not work for the GAME.DAT archives nor the LP audio archives, only the DLC packs. The difference being here that Oodle Kraken compression is being used with the OODL sign instead of DFLT/LZ2K used previously.

Here is a better sample of what cannot be unpacked: https://1fichier.com/?iq3b0w3kvv8f8bjdruhf

Not compressed, but still has OODL sign and cannot be unpacked either: https://1fichier.com/?wrc4zgiab1zvv4yoistd
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spiritovod, posted Tue Apr 05, 2022 10:16 pm (70888)


@VJ , @MSQ: I've updated the script, it should now handle oodle compressed chunks as well. Tested only on the provided samples.
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stalja, posted Tue Apr 05, 2022 10:33 pm (70889)


Just added oodle to UNPACK function and it seems to work now

Edit: spiritovod beat me to it :)
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VJ , posted Tue Apr 05, 2022 11:26 pm (70891)


spiritovod wrote:
@VJ , @MSQ: I've updated the script, it should now handle oodle compressed chunks as well. Tested only on the provided samples.

works like a charm! thank you!
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SneakySteve, posted Wed Apr 06, 2022 1:35 am (70895)


Does anyone know if theres a way to further decompress/extract the files after quickbms extracts them from the .dat? I'm seeing files such as .PRJ, .GHG, .PC_SHADERS, .PREFAB_BAKED, etc.

Is there anything known about these files yet or is this a roadblock to modding the skywalker saga?
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MSQ, posted Wed Apr 06, 2022 7:04 am (70898)


spiritovod,
Thanks, working great!
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VJ , posted Wed Apr 06, 2022 3:42 pm (70908)


SneakySteve wrote:
Does anyone know if theres a way to further decompress/extract the files after quickbms extracts them from the .dat? I'm seeing files such as .PRJ, .GHG, .PC_SHADERS, .PREFAB_BAKED, etc.

Is there anything known about these files yet or is this a roadblock to modding the skywalker saga?

i've noticed this about the files in the "\AUDIO\PC\VO\VOX\" folder - they won't play at all and i can't figure them out
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gunhandroid, posted Wed Apr 06, 2022 9:16 pm (70918)


spiritovod wrote:
Here is fixed script for Skywalker Saga files from PC version. The difference from default script is that packed flag is now derived from offset field rather than size field. It's recommended to run it with 0.10.x quickbms (latest beta doesn't work correctly with used crc function), otherwise it may crash with an exception error on some files.

Update: The script is updated to support oodle compressed chunks.
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Granheart, posted Thu Apr 07, 2022 3:41 am (70927)


I managed to find the csv file for languages, and when I try to translate the english ones, some lines work, some lines disappear like the rows get pushed. For example in the intro

Luke: Breathe.

I translate it and it becomes: Luke

But other long sentences work like a charm even with characters not supported in the font. Main menu "NEW GAME" if I translate anything in the CSV it just becomes "NEW"

"Press any key / button to start" becomes "Press"

Any idea why is that happening? Using CSV editor and all but can't figure it out. Next task is getting the fonts and editing them for extra characters :D
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desperados, posted Tue Apr 19, 2022 9:49 am (71198)


So script.bms on reimport doesn't take fonts. (UI/FONT/DEFAULT/FONT_SUBTITLE_NXG.FT2)
It throws an error even though the file is exactly the same size.
I also used the origo font without modification and also the same, reimport does not work. It says it is a larger size. :cry:
Texts (TEXT.CSV) it takes fine, but fonts it doesn't want to take
Is there a way to fix this? thank you

text cmd reiport:

- REIMPORT MEMORY_FILE WORK-AROUND: "UI\FONT\EULAS\FONT_EULA_ASIAN_NXG.FT2"
- REIMPORT MEMORY_FILE WORK-AROUND: "UI\FONT\FONT_CONFIG.XML"
- REIMPORT MEMORY_FILE WORK-AROUND: "UI\FONT\DEFAULT\FONT_SUBTITLE_NXG.FT2"

Error: file "UI\FONT\DEFAULT\FONT_SUBTITLE_NXG.FT2"
the reimport option acts as a reinjector, thereforey ou cannot insert a
file if it's larger than the original for not overwriting the rest of
the archive which cannot be loaded correctly:

new size: 6942 (32768 uncompressed)
old size: 4419 (32768 uncompressed)

- do you want to skip this file, quit or retry? (y/N/r)
y: continue with the next file and skip the current file
N: (default) terminate QuickBMS, maybe try later with the -r -r mode
r: retry the reimporting so you can edit the file in the meantime
force: corrupt the archive by writing the bigger file (NEVER use this!!!)
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