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Project Gotham Racing - various sample files

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AnonBaiter, posted Thu Jul 28, 2016 11:52 pm (15830)


Forgive me if I've gone a little too far with uploading samples, but what can I do?

Here are all the files. There's one file left to upload, though. And it's bigger than all the others, as it also includes files that aren't archives at all.

Besides, it's to be noted that all the files that aren't sound files used in the game contain a "GOTHPOK" header at the start.
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aluigi, posted Fri Jul 29, 2016 8:35 am (15840)


It's only a container where the RES files are just stored "as-is" while the others are often compressed but I don't know what's the algorithm.
I get something interesting with comprlib_rle3 but not the exact data.
The game has been developed by Bizarre Creations so I tried their algorithm available in quickbms, but nothing good.
Tried also the scanner.

This is the work-in-progress script in case someone is able to figure the exact algorithm:
Code:
comtype ??? # comprlib_rle3, bizarre, bizarre_skip?
idstring "GOTHPOK\x1a"
get SIZE long
get ZIP byte
get ZERO byte
padding 0x10
savepos OFFSET
get ZSIZE asize
math ZSIZE - OFFSET
get NAME basename
get EXT extension
string NAME "_new."
string NAME EXT
if ZIP == 0
    log NAME OFFSET SIZE
else
    clog NAME OFFSET ZSIZE SIZE
endif
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AnonBaiter, posted Fri Jul 29, 2016 10:45 am (15849)


Honestly, why "comtype ???"? It just triggers an error whenever I test your script on any of these files...
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aluigi, posted Fri Jul 29, 2016 10:46 am (15850)


Quote:
This is the work-in-progress script in case someone is able to figure the exact algorithm:
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AnonBaiter, posted Fri Jul 29, 2016 10:48 am (15851)


Oh, that...
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AnonBaiter, posted Sat Jul 30, 2016 7:14 pm (15949)


Wait a minute, these files actually came from Forza Motorsport! Project Gotham Racing didn't use these .SXWad files as far as I can remember.
Sorry for my incompetence, I didn't realize I was posting this on a wrong thread until now.
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aluigi, posted Sat Jul 30, 2016 9:42 pm (15956)


Uhmmm ok.
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AnonBaiter, posted Sun Sep 18, 2016 8:15 pm (17506)


Okay, so all of GOTHPOK compressed files use this header:
Code:
00000000  47 4F 54 48 50 4F 4B 1A F1 53 00 00 01 00 CC CC  GOTHPOK.nS....II
00000010  EC DD 15 00 00 00 00 00                          iY......
Actual data starts at offset 0x18(or 0x14, I don't know), in which control characters start to take over. They might mean something else, but since I'm uneducated on that subject...
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Sidoku69, posted Wed Mar 01, 2023 7:24 am (75608)


has anyone figured how to decrypt the files yet?
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