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F1 Race Stars (_toc.bundle)

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AnonBaiter, posted Fri May 13, 2016 3:07 pm (13336)


One question though:
Can this also work on the X360 and PS3 versions of the game?
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aluigi, posted Fri May 13, 2016 3:40 pm (13337)


I don't know because I had only few samples from the PC version.
If you have samples from both those platforms would be great.
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AnonBaiter, posted Sat May 14, 2016 2:47 pm (13363)


Strange, I tested this script with said .nfs files and all it found was "0 files"... am I doing something wrong?
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aluigi, posted Sat May 14, 2016 3:04 pm (13364)


No, you did it correctly but I have just found the solution :D

The Codemasters games use the NFS archives for non encrypted data and NEFS for encrypted data.
But some games like Toybox Turbos opted for a custom encryption.

So now I launched the Toybox script on the file you provided and ... magic :)
http://aluigi.org/bms/toyboxturbos.bms
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AnonBaiter, posted Sat May 14, 2016 3:14 pm (13365)


So I executed that script and it worked(output was ps3_000_new.nfs). Now I used that same script(codemasters_nefs.bms) and still nothing. Should I give you a sample or something?
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aluigi, posted Sat May 14, 2016 3:27 pm (13367)


Interesting, it seems not fully compatible with the NFS format.
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AnonBaiter, posted Sat May 14, 2016 3:35 pm (13369)


Okay, here's the sample anyway.
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aluigi, posted Sat May 14, 2016 4:28 pm (13370)


The experiment failed, anyway I have updated the f1_race_stars.bms script but it will NOT extract all the files.
Long story short:
offzip -a -c 0x10000 -z -15 -Q ps3_000_new.nfs output_folder 0x70000
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AnonBaiter, posted Sat May 14, 2016 5:00 pm (13371)


Well when I tested the update script it all went fine and dandy until this appeared:
Code:
Error: the script uses more array indexes(11115) than supported(11115)

Last script line before the error or that produced the error:
  114 getarray CHUNK_ZSIZE 10 x

Then I had to use an alternative method you suggested(offzip solution), and so far the latter was succesful in extracting the whole archive(except for a few errors starting with the 0x37082d61 offset) while the former didn't even get to extract the entirety of the archive.

As a result, your script wasn't capable of extracting the compressed archive, so offzip wins.
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aluigi, posted Sun May 15, 2016 7:36 am (13375)


Yeah that's the same error I had here and it's just caused by the different encryption adopted from offset 0x40000 till the data offset 0x70000... a sort of double protection that obviously avoids to create a working script.
Anyway I tried (and failed) but it's good to have the format partially documented.

Epic win for offzip and its chunk-guessing option :D
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AnonBaiter, posted Sat May 21, 2016 3:04 am (13573)


And here is the sample for the X360 version. It also includes a decrypted file that I applied out of said archive using the toyboxturbos.bms script.
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AnonBaiter, posted Wed May 25, 2016 1:49 pm (13682)


Bump.
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aluigi, posted Tue May 31, 2016 8:01 pm (13860)


Eh, Xbox games don't use zlib because XmemCompress is implemented natively, so bye bye offzip.
Also in this case the data between offset 0x40000 and the data of the files uses a different encryption, so bye bye script.
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AnonBaiter, posted Tue May 31, 2016 8:39 pm (13869)


Is there any other method to handle the x360_000.nfs files?
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aluigi, posted Tue May 31, 2016 8:47 pm (13871)


My mistake, it uses deflate just like the PC version so the offzip method is still the good one.
Even the chunk size is the same.
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AnonBaiter, posted Tue Jul 19, 2016 11:52 pm (15441)


Okay, so I'm here to report something regarding the x360_000_new.nfs file with the script:
Code:
Error: the compressed zlib/deflate input is wrong or incomplete (-3)
Info:  algorithm   2
       offset      00255c00
       input size  0x00006a00 27136
       output size 0x00010000 65536
       result      0xffffffff -1

Error: the uncompressed data (-1) is bigger than the allocated buffer (65536)

Last script line before the error or that produced the error:
  117 clog MEMORY_FILE OFFSET CHUNK_ZSIZE 0x10000

offzip is still the definitive solution, and I say definitive because it is the only working solution at the moment...

Oh yeah, and about the location of the filenames:
Code:
ps3_000_new.nfs - filenames
start: 0x28a4e offset
end: 0x2a4a9 offset

x360_000_new.nfs - filenames
start: 0x2b62e offset
end: 0x2d0a8 offset
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AnonBaiter, posted Fri Apr 14, 2017 2:32 am (22197)


And finally, after a long while, here is a sample from the Wii U version of the game. It doesn't use .nfs archives like the PS3 and Xbox 360 versions of the game did, although I'm afraid that just by running the f1_race_stars.bms script with this one might trigger an error.
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Carbune, posted Tue Jan 11, 2022 9:53 pm (69014)


Many apologies if necroposts are not welcome here, but I'm trying to run your script on the PC files and I'm having a hard time getting what I actually need out of them. I've tried running the script on a number of _toc.bundle files in various subdirectories, but for the most part all I'm getting as output are some oddly named folders like RNTX with a lot of small .dat files in them. I've tried running it and some of the auxiliary scripts that you've posted in this thread, but I haven't been able to get anything out of those .dat files. offzip hasn't helped so far either. What should my next step be? I know it should absolutely be possible to get the whole process to work, seeing as there is one specific website that has almost every character model from the game, but there is one character in particular that they're lacking the texture files for and that's what I'm trying to obtain from this process.

My assumption is that you have the game, hence why you were able to write a script for the PC version in the first place, but in case you don't, I've uploaded an example of what happens when I run quickBMS with the script in ./data_win/bundles/kart_assets, as well as ./data_win/bundles/kart_assets/part_001, both times on the _toc.bundle file. My assumption is that the RNTX folders are supposed to have stuff pertaining to textures, but I could very obviously be wrong.
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aluigi, posted Tue Jan 11, 2022 10:37 pm (69017)


Necroposting is accepted and useful, so it's ok.

The format is a sort of collection of resources (data) rather than an archive of files, it's common to have tons of messy files dumped from these resources.

RNTX look like textures to me too but honestly I can't help with the extracted files of games, moreover if they are unknown formats like these ones and are not even real files.
For sure there are no additional information in _toc.bundle and RNTX is raw data based on what I saw checking two different folders here (I have the game).

Feel free to also post in the Graphics section if you wish.
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