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Wolfenstein II The New Colossus (.resources .texdb)

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  • Replies 53
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Sajjad_Rahim, posted Thu Oct 26, 2017 4:06 pm (27717)


Hi, here some samples from game
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aluigi, posted Thu Oct 26, 2017 7:23 pm (27726)


Can you provide bigger samples?
At least 10Mb and only the first cut (the one with "_0_")
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aluigi, posted Thu Oct 26, 2017 9:54 pm (27732)


http://aluigi.org/bms/wolfenstein2.bms

"resources" without filenames because I have not found the way how they are assigned
"texdb" very slow sorting of the big array necessary to extract the files and unknown content, all the files seem to start with 0xcc and their content is probably obsucated or I don't know.
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aluigi, posted Fri Oct 27, 2017 7:35 am (27740)


Script 0.2, supporting PACK that are exactly like resources (IDCL) and with possible support for filenames
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Sajjad_Rahim, posted Fri Oct 27, 2017 10:24 am (27743)


aluigi wrote:
Script 0.2, supporting PACK that are exactly like resources (IDCL) and with possible support for filenames

Image

filenames okay, but there is problem with compress as you see.
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aluigi, posted Fri Oct 27, 2017 12:09 pm (27744)


Can you upload the first 50 megabytes of the file?
20 are enough but it's better to be sure :)
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aluigi, posted Fri Oct 27, 2017 6:12 pm (27749)


oodle compression :)
script 0.2.1
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Sajjad_Rahim, posted Fri Oct 27, 2017 6:28 pm (27751)


aluigi wrote:
oodle compression :)
script 0.2.1

Well after extract 550 mb :shock:

Image

And i think the filenames not correct

Image
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aluigi, posted Sat Oct 28, 2017 12:42 pm (27763)


Regarding the compression problem I can't know what algorithm is assigned to FLAG 4 because I don't have the sample but you can create one for me with this script:
log "sample.dat" 0x1624e000 0xc0f612
Upload sample.dat and I will check it.

Instead the filenames are a real problem and currently I have no solution for them.
Suggestions are welcome.
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toxic72, posted Sat Oct 28, 2017 3:29 pm (27774)


aluigi wrote:
Regarding the compression problem I can't know what algorithm is assigned to FLAG 4 because I don't have the sample but you can create one for me with this script:
log "sample.dat" 0x1624e000 0xc0f612
Upload sample.dat and I will check it.

Instead the filenames are a real problem and currently I have no solution for them.
Suggestions are welcome.


Aight, so here's the names, but do me a favor and figure out the rest of the compression formats, way too lazy to do it myself:

Jump to (DUMMY7_OFF) and skip over 4 * DUMMY_NUM (The second, after FILES long)
Then, read:

struct DebugInfo
{
uint64_t TypeIndex;
uint64_t NameIndex;
};

* FILES count, one per entry.

Jeez these scripts are annoying af to read. Hit me up when you have the rest of the compression types.
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aluigi, posted Sat Oct 28, 2017 3:40 pm (27775)


Well done, it works.
I will figure out the compression once I will receive the sample.
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aluigi, posted Sat Oct 28, 2017 3:49 pm (27776)


Uhmmm apparently the TYPE/NAME index is not so clear.
The last files have TYPE "generated/swf/enigmamachine.bswf" and NAME "file" while some image files have a TYPE with tga or png extension.
Maybe do we have to swap TypeIndex and NameIndex?
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aluigi, posted Sat Oct 28, 2017 3:51 pm (27777)


There is something wrong for sure. This is the point in which things get screwed, check "renderParm", the filename has been built with "TYPE/NAME":
Code:
...
  010fe480 14         useglobalindexing/renderParm
  010ff000 132366     env/default_hdr_prefiltered.bimage/image
  0111b680 46         renderParm/maps/refmaps/rendering/probe_default/lightprobe
s/probe_default_row.bimage
  0111b6c0 17         renderParm/userenvmap
...
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aluigi, posted Sat Oct 28, 2017 4:05 pm (27782)


In detail:
Code:
. 0000000000d0d708 get     TypeIndex  0x0000000000000000 8
. 0000000000d0d710 get     NameIndex  0x00000000000005af 8
. 00000000 getarr  STR1       "renderParm" 0:0
. 00000000 getarr  STR2       "useglobalindexing" 0:1455
. 00000000 putarr  NAME       "renderParm/useglobalindexing" 1:1453
.
. 00000000000005ae
. 0000000000d0d718 get     TypeIndex  0x0000000000000049 8
. 0000000000d0d720 get     NameIndex  0x00000000000005b0 8
. 00000000 getarr  STR1       "image" 0:73
. 00000000 getarr  STR2       "env/default_hdr_prefiltered.bimage" 0:1456
. 00000000 putarr  NAME       "image/env/default_hdr_prefiltered.bimage" 1:1454
.
. 00000000000005af
. 0000000000d0d728 get     TypeIndex  0x00000000000005b1 8
. 0000000000d0d730 get     NameIndex  0x0000000000000000 8
. 00000000 getarr  STR1       "maps/refmaps/rendering/probe_default/lightprobes/probe_default_row.bimage" 0:1457
. 00000000 getarr  STR2       "renderParm" 0:0
. 00000000 putarr  NAME       "maps/refmaps/rendering/probe_default/lightprobes/probe_default_row.bimage/renderParm" 1:1455
.
. 00000000000005b0
. 0000000000d0d738 get     TypeIndex  0x00000000000005b2 8
. 0000000000d0d740 get     NameIndex  0x0000000000000000 8
. 00000000 getarr  STR1       "userenvmap" 0:1458
. 00000000 getarr  STR2       "renderParm" 0:0
. 00000000 putarr  NAME       "userenvmap/renderParm" 1:1456

till index 1 everything is ok
index 2 is ok but now there is a new TypeIndex
index 3 is switched
index 4 is siwtched and so on

The problem is quite clear with a hex editor at around offset 0xd0d700
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toxic72, posted Sat Oct 28, 2017 4:09 pm (27786)


aluigi wrote:
In detail:
Code:
. 0000000000d0d708 get     TypeIndex  0x0000000000000000 8
. 0000000000d0d710 get     NameIndex  0x00000000000005af 8
. 00000000 getarr  STR1       "renderParm" 0:0
. 00000000 getarr  STR2       "useglobalindexing" 0:1455
. 00000000 putarr  NAME       "renderParm/useglobalindexing" 1:1453
.
. 00000000000005ae
. 0000000000d0d718 get     TypeIndex  0x0000000000000049 8
. 0000000000d0d720 get     NameIndex  0x00000000000005b0 8
. 00000000 getarr  STR1       "image" 0:73
. 00000000 getarr  STR2       "env/default_hdr_prefiltered.bimage" 0:1456
. 00000000 putarr  NAME       "image/env/default_hdr_prefiltered.bimage" 1:1454
.
. 00000000000005af
. 0000000000d0d728 get     TypeIndex  0x00000000000005b1 8
. 0000000000d0d730 get     NameIndex  0x0000000000000000 8
. 00000000 getarr  STR1       "maps/refmaps/rendering/probe_default/lightprobes/probe_default_row.bimage" 0:1457
. 00000000 getarr  STR2       "renderParm" 0:0
. 00000000 putarr  NAME       "maps/refmaps/rendering/probe_default/lightprobes/probe_default_row.bimage/renderParm" 1:1455
.
. 00000000000005b0
. 0000000000d0d738 get     TypeIndex  0x00000000000005b2 8
. 0000000000d0d740 get     NameIndex  0x0000000000000000 8
. 00000000 getarr  STR1       "userenvmap" 0:1458
. 00000000 getarr  STR2       "renderParm" 0:0
. 00000000 putarr  NAME       "userenvmap/renderParm" 1:1456

till index 1 everything is ok
index 2 is ok but now there is a new TypeIndex
index 3 is switched
index 4 is siwtched and so on

The problem is quite clear with a hex editor at around offset 0xd0d700


What file are you looking at
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Sajjad_Rahim, posted Sat Oct 28, 2017 4:09 pm (27787)


aluigi wrote:
Regarding the compression problem I can't know what algorithm is assigned to FLAG 4 because I don't have the sample but you can create one for me with this script:
log "sample.dat" 0x1624e000 0xc0f612
Upload sample.dat and I will check it.

Instead the filenames are a real problem and currently I have no solution for them.
Suggestions are welcome.


here sample as you want
https://mega.nz/#!7BshGbLZ!BMJizoLqDt4R ... TpQSthJxnw
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aluigi, posted Sat Oct 28, 2017 4:11 pm (27788)


@toxic72
The last gameresources.resources_0_697647708 sample provided by Sajjad_Rahim some posts above
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toxic72, posted Sat Oct 28, 2017 4:15 pm (27789)


Interesting, chunk_1 works perfectly, there must be something in those initial integers.. Also, texdb entries are oodle, only issue is getting expected unpack size.
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aluigi, posted Sat Oct 28, 2017 4:16 pm (27790)


Regarding the compression, I have checked the provided sample.dat and the file that gave problems has just an useless header of 12 bytes to skip... it's very strange since there are no chunks or other reasons about this header
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toxic72, posted Sat Oct 28, 2017 4:20 pm (27791)


Ok, in chunk_1, after reading the debug info, we're at the IDCL, in gameresources, we're 1 uint64_t away from it... strange...
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toxic72, posted Sat Oct 28, 2017 4:23 pm (27792)


Ok the last count in the header, which in chunk_1 is files*2, is now files*2 1 which gives us the correct count of uint64_t's in the name array... Why would their only be one..

There must be a flag for no type or name, and in this case, there is one without it.
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toxic72, posted Sat Oct 28, 2017 4:30 pm (27793)


Ok, the integers before are used to assign the debug information to the assets, max integer value is always within entry count.
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