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The Evil Within(*.streamed,.tangoresource)

Featured Replies

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michalss, posted Fri Nov 14, 2014 7:56 pm (1786)


Ok now im 100% sure what was the problem :)
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aluigi, posted Sat Nov 15, 2014 10:23 pm (1797)


Is it something that can be fixed in the script?
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michalss, posted Sat Nov 15, 2014 11:17 pm (1799)


aluigi wrote:
Is it something that can be fixed in the script?



Ok here is the problem. First every compressed file has break on EOF 00 00 FF FF that is first problem with reimport. Second problem is more serious. Reason why you have to use _noerror is that in compressed files check 1 byte with decompression you have to take that number and 1 and u can use deflate without error but it will decompress only palatially but not give error(must be some trick behind this with deflate looks like block couting). However this is more problems during the reimport. In normal logic during the reimport it should work like this : compress files --> take first bit 1 and import to archive, however this work only with small files. there is some soft of incremental or something. Problem would be in deflate compression, it seems that first bit gets incremented by the deflate blocks, not sure logic behind it is very very problematic, this compression and far beyond to my knowledge. Can you please check this aluigi wtf is that first bit represent and how to calculate it??

So once again:

file default.cfg file a 48.bimage, with default.cfg you are 100% sure that first byte 1 is made for unpack (comparison with izarc packing method, which returned exactly same compressed file except frist byte -> then pure deflate method can be used, in case of 48.bimage if first byte is modified, pure deflateis working but unpacking only part of the file - deflate blocks with modified first byte? )

https://dl.dropboxusercontent.com/u/38234344/Aluigi.rar
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chopper2882, posted Mon Nov 17, 2014 11:03 pm (1836)


here is unpack, repack program. (only for PC not support XBOX360/PS3)

- Unpack
Tango.exe -u common.tangoresource

- Repack
Tango.exe -p common.tangoresource common.tangoresource.new
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michalss, posted Tue Nov 18, 2014 6:32 am (1838)


Thx but still we dont know the important things for future mattaer how this first bit is calculated. Can you please give me a email or sort of contact to author or source code ?
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aluigi, posted Wed Nov 19, 2014 12:16 pm (1854)


Script updated to version 0.2.2
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anarkad, posted Wed Nov 19, 2014 4:23 pm (1868)


repack working on x360/ps3 with this script ?
please give a link for this script ;)
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michalss, posted Wed Nov 19, 2014 6:43 pm (1873)


aluigi wrote:
Script updated to version 0.2.2


Mate i made with my friend custom deflate compressor in C . This is what is takes to make it work on Consoles. Problem is that they modify deflate compression method(dont know why). To fix this you would need to fix your compressor source in c . Reimport wont work till you fix the compressor. :( gave you explanation why a few post before :)
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aluigi, posted Wed Nov 19, 2014 7:31 pm (1874)


Currently reverse engineering the customized zlib compression used by this game is not in my short and long term projects.
Uncompressing seems to work correctly so if the project is just reimporting... patience.
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michalss, posted Wed Nov 19, 2014 7:42 pm (1875)


aluigi wrote:
Currently reverse engineering the customized zlib compression used by this game is not in my short and long term projects.
Uncompressing seems to work correctly so if the project is just reimporting... patience.



Not a problem for me just notify you what is it need to make it work. I can send you the source of compressor if you want :) Still testing anyway..
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InKviZ, posted Wed Nov 19, 2014 9:36 pm (1876)


Where do I download the script version 0.2.2??? And fixed the import and export??
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InKviZ, posted Thu Nov 20, 2014 11:51 am (1884)


InKviZ wrote:
Where do I download the script version 0.2.2??? And fixed the import and export??

This is bad. That will not be able to translate the game.
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anarkad, posted Thu Nov 20, 2014 6:54 pm (1891)


error: the requested amount of bytes to allocate is negative <0xf5886f02>

file version: x360

the error occurs while unpacking (script 0.2.2)
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chopper2882, posted Fri Nov 21, 2014 1:45 am (1893)


tangoresource archive are compressed by original zlib 1.2.3. (rage are same method)

but some options are needed. (Z_FULL_FLUSH)

below is some example source code.

as i post before PC is unpack, repack available.

1. decompress (inflate)
inflateInit2(&strm, -15);
inflate(&strm, Z_FULL_FLUSH);

2. compress (deflate)
deflateInit2(&strm, Z_DEFAULT_COMPRESSION, Z_DEFLATED, -15, 8, Z_DEFAULT_STRATEGY);
deflate (&strm, Z_FULL_FLUSH);
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aluigi, posted Sat Nov 22, 2014 3:14 pm (1910)


I can't verify if this is true but I'm checking if there is a simple way to allow Z_FULL_FLUSH in quickbms to make it working.
Maybe I can use that type of sync by specifying a dictionary equal to "Z_FULL_FLUSH", just an idea.
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Scofield_TR, posted Wed Dec 03, 2014 1:05 pm (2085)


aluigi wrote:
I can't verify if this is true but I'm checking if there is a simple way to allow Z_FULL_FLUSH in quickbms to make it working.
Maybe I can use that type of sync by specifying a dictionary equal to "Z_FULL_FLUSH", just an idea.


Hi aluigi,

I sent you a private message.

You please read.

Thanks.
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michalss, posted Sat Dec 20, 2014 11:54 am (2258)


chopper2882 wrote:
tangoresource archive are compressed by original zlib 1.2.3. (rage are same method)

but some options are needed. (Z_FULL_FLUSH)

below is some example source code.

as i post before PC is unpack, repack available.

1. decompress (inflate)
inflateInit2(&strm, -15);
inflate(&strm, Z_FULL_FLUSH);

2. compress (deflate)
deflateInit2(&strm, Z_DEFAULT_COMPRESSION, Z_DEFLATED, -15, 8, Z_DEFAULT_STRATEGY);
deflate (&strm, Z_FULL_FLUSH);



Yes i can confirm this is the case for this game!
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birseysoylicem, posted Sat Dec 20, 2014 12:48 pm (2260)


Please update script to ps3 version


Image
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Scofield_TR, posted Sun Dec 21, 2014 11:23 am (2265)


chopper2882 wrote:
here is unpack, repack program. (only for PC not support XBOX360/PS3)


@chopper2882 I sent you a private message.

Would you please look.
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Scofield_TR, posted Mon Dec 22, 2014 1:26 pm (2275)


michalss wrote:
chopper2882 wrote:
tangoresource archive are compressed by original zlib 1.2.3. (rage are same method)

but some options are needed. (Z_FULL_FLUSH)

below is some example source code.

as i post before PC is unpack, repack available.

1. decompress (inflate)
inflateInit2(&strm, -15);
inflate(&strm, Z_FULL_FLUSH);

2. compress (deflate)
deflateInit2(&strm, Z_DEFAULT_COMPRESSION, Z_DEFLATED, -15, 8, Z_DEFAULT_STRATEGY);
deflate (&strm, Z_FULL_FLUSH);



Yes i can confirm this is the case for this game!


Hi michalss,

How are we going back packing :(

Is there a development ?
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michalss, posted Mon Dec 22, 2014 1:39 pm (2276)


i dropped all work on this game. No any news just found out what is the problem, but that is all.
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lostprophet, posted Mon Dec 22, 2014 6:51 pm (2277)


Btw is it possible then to modify the font files?
I have checked both topics (here and on the "other" site), but beside a few pictures, didn't find out if it's doable.
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Nameless32, posted Wed Dec 24, 2014 1:18 pm (2283)


My group has managed to repack the text to ps3/xbox, but i can't give the tool... sorry...
but our problems is the font files, anyone know how edit them ?

the bms scripts in this topic not work... i already tried
viewtopic.php?f=9&t=253
thanks
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michalss, posted Wed Dec 24, 2014 9:17 pm (2285)


Nameless32 wrote:
My group has managed to repack the text to ps3/xbox, but i can't give the tool... sorry...
but our problems is the font files, anyone know how edit them ?

the bms scripts in this topic not work... i already tried
viewtopic.php?f=9&t=253
thanks


It is strange, you cannot share tools but asking for help on fonts. I know how to edit fonts in fact it is very simple. Here is binary template:

It is DXT5 header sizes you can get from template, very simple to do it. Edit only with DDS plugin in Photoshop. No index file decoded i dont need it so i dont care :D Work with PC and X360/PS3 bimage files. Also merlinsvk made some script for this as well can't remember where but it is somewhere on forum. Use search!

Code:
//--------------------------------------
//--- 010 Editor v5.0.2 Binary Template
//
// File: Evil Within .bimage
// Author: michalss
// Revision: 1.0
// Purpose:
//--------------------------------------
BigEndian();

uint sign;
uint sing_sub;

if (sing_sub == 122505538 ) {

uint zero;
uint width;
uint height;
uint64 count;
ushort zero;
uint unk1;
uint unk2;
uint unk3;
uint64 zero2;
uint width2;
uint height2;
uint rawTexSize;
byte TEX[rawTexSize];

} else {

uint64 zero;
uint width;
uint height;
uint32 count;
ushort zero;
uint unk1;
uint unk2;
uint unk3;
uint unk4;
uint64 zero0;
uint width2;
uint height2;
uint rawTexSize;
byte TEX[rawTexSize];


}


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