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Featured Replies

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lemurboy12, posted Sun Nov 23, 2014 8:12 pm (1945)


well it works on the levels, but not the main archive, data_001.farc
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aluigi, posted Sun Nov 23, 2014 8:38 pm (1946)


Script updated to version 0.1.1
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lemurboy12, posted Sun Nov 23, 2014 9:12 pm (1948)


Thanks, it works perfectly on LittleBigPlanet 2 as well.
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lemurboy12, posted Sun Nov 23, 2014 9:18 pm (1950)


You think you can make it so it creates filenames and directories based on this file?
http://puu.sh/d2Lvj.map
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aluigi, posted Sun Nov 23, 2014 9:41 pm (1952)


I don't know if that file is related to the names in the farc archives.
I remember to have already seen something similar some month ago and there was no relation between the 2 files.
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Miles2345, posted Tue Mar 10, 2015 12:42 am (3685)


--
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aluigi, posted Tue Mar 10, 2015 1:59 pm (3711)


I have updated the script (version 0.1.2), let me know if it's ok.

Note that only data.arc had references in the posted blurayguids.map and it was a 'C' type file.
The posted intro.arc and the other file had no references in the map file.
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Miles2345, posted Tue Mar 10, 2015 7:10 pm (3724)


Works perfectly - I've needed this script for years, thanks!

I did have a question though, almost everything inside is compressed with zlib (or at least I've been told), many textures (.tex files) work with offzip to reveal a .dds file but only the top left seems to appear, any ideas on what I can do to decompress some of these files?
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aluigi, posted Tue Mar 10, 2015 9:01 pm (3726)


They are splitted in compressed chunks.
The bad news is that it's impossible to know from what offset these chunks start because there are no identifiers that allow to guess it.
For example in the PLNb files the offset of the chunks number may be 0x14, 0x1e, 0xf and so on.
I have found no way to guess this value so, at the moment, your only solution is offzip -a -1
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Miles2345, posted Tue Mar 10, 2015 9:24 pm (3728)


Okay, I guess that's sufficient enough, thanks.

Also, I noticed a problem, this doesn't seem to work with LBP1 or any other LBP game. I noticed that the structure of blurayguids.map seems to differ a bit in the first game, could you maybe post a modified version that will work with LBP1?

Also, the script worked without directories involved, but with blurayguids that's where it gives errors.

http://puu.sh/guXjf.zip
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aluigi, posted Wed Mar 11, 2015 11:15 am (3745)


Thanks, script updated to version 0.1.3
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aluigi, posted Wed Mar 11, 2015 3:59 pm (3764)


Quote:
I have found no way to guess this value so, at the moment, your only solution is offzip -a

Just a little typo, I meant offzip -a -1 because it's a chunked file so offzip must reassemble all the compressed chunks.
Sorry for the typo.
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Miles2345, posted Wed Mar 11, 2015 10:21 pm (3770)


Okay, it's functional on LBP1 now.

I also experimented with the game itself a bit, and I had a few questions maybe you could answer.
I'm not sure if you're familiar with the series or not, but basically it's a game about creating whatever you want using the in-game tools. I want to be able to expand upon this, and tweak the settings of a few of the files that extracted, and see them function in the game. Basically enhance the ability to create stuff in the game.

I actually extracted LBP1, and it left me a "gamedata" folder I could move onto my modified PS3 in the game's install directory. I deleted (renamed) data.farc, and simply kept the extracted files, and everything went smoothly and the game booted... somewhat.

Every level in the game refused to load, and a lot of the customizable bits of the game (Costumes/skins for the character, etc) wouldn't load either. It also wouldn't let me get into the level editor itself, just the main menu "Pod" of the game.

I think it's because the game checks every file for its hash, and if this doesn't match up, it just refuses to uncompress it on the fly when you try to use it ingame. I was wondering if you could steer me in the right direction somehow as to getting files to load over other files? I don't even want to make any custom content yet, I just want to replace one file in the game with another, to see if that works. Like for example, replacing one texture with the texture of something else.

I know you probably aren't familiar with the game and you might not have it accessible but if you think there's anything I could try, I'd be interested to hear.

Would it maybe be possible to reimport files into data.farc? Would this require new hashes for each file?
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aluigi, posted Thu Mar 12, 2015 1:54 pm (3778)


So, basically, you have 2 problems:

1) the extracted files don't work at 100% after you remove the archive (without editing the files)

2) if the previous point gets solved, you have the problem of hash/crc not matching

But there are no hashes and crc after you extract the files because you must remove both the farc archive and the blurayguids.map file, right?
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Miles2345, posted Thu Mar 12, 2015 5:12 pm (3781)


I actually didn't delete blurayguids.map, I left it in its rightful place. I figured it was required for the game to boot up. I'll give that a shot when I get home, but I have my doubts. I don't see why that wouldn't work, but this game is evil when it comes to changing the files.

An idea I had been told before was to create a custom .farc file containing all additional content to add to the game, and then lie to the game to tell it "there's an update!" and patch all the custom files into the main archive, considering that's how the game patches work. But that seems really complicated and out of the way.

I really would like to see this become a modular game, considering it's a sandbox game practically, mods would enhance the game a lot.
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aluigi, posted Thu Mar 12, 2015 7:25 pm (3787)


Anyway please consider that I can't spend much time on this stuff, basically I have only the time to make the extraction script if the format is not super-complex :)
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Miles2345, posted Thu Mar 12, 2015 8:15 pm (3791)


Apologies! I've just always been super interested in this game, was just wondering if there was any possibility of making it more modular. I'll see what I can do with the script for now, thank you!
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Miles2345, posted Fri Mar 13, 2015 2:21 am (3803)


The game doesn't boot without blurayguids.map... I'm gonna keep experimenting I guess
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lemurboy12, posted Sun Mar 22, 2015 12:54 pm (4025)


We just tried extracting from the LittleBigPlanet 1 beta, but it didn't work.

http://puu.sh/gKm8z.zip
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aluigi, posted Sun Mar 22, 2015 2:37 pm (4026)


I guess you have an old version of the script/quickbms because here it works perfectly.
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lemurboy12, posted Sun Mar 22, 2015 4:24 pm (4027)


oh, nevermind then
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Miles2345, posted Sun Apr 05, 2015 11:25 pm (4359)


Maybe, do you think it would somehow be possible / is it already possible to somehow regenerate a hash for certain files, so they could be reimported fine and then tweaked in the .map so the hash will match up?
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