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Terraria Xbox 360 Edition

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lllccc, posted Mon Apr 27, 2015 8:01 am (4838)


hey guys im looking for someone that can unpack 2 types of files in this game iv tried everything and nothing seems to work

xnbx is this headers (these's are images) https://www.mediafire.com/?8xn6z8b6pcev0az
.wld https://www.mediafire.com/?vnw3txebc0ncuvn

if anyone can convert or unpack then that would be great
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aluigi, posted Mon Apr 27, 2015 5:59 pm (4869)


You can decompress them with this script:
http://aluigi.org/papers/bms/others/xnb.bms

I have updated it just now because previously it checked for the "XNBw" magic while these files use "XNBx", but they seem the same.
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barti, posted Mon Apr 27, 2015 7:10 pm (4875)


They both use some variation of DXT (perhaps endian-swapped?)
TextureFinder makes them look pretty funky:

Image
Image
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barti, posted Mon Apr 27, 2015 7:49 pm (4876)


Well I figured out one of them:
Image

Basically I made an empty 488x144 DXT1 DDS file in Paint.NET, removed the first 177 bytes from the logo file, pasted the first 128 bytes from the DDS file at the beginning of logo file, saved as dds, and reversed endian using this QuickBMS script:
Code:
# Endian Big .DDS to Endian Little .DDS
# May not have full support
# MrNightmareTM
# Special thanks, Chrrox for the method!
# v0.1a

get SIZE asize
log MEMORY_FILE 0 SIZE

get SIZE2 asize
math SIZE2 -= 0x80
math SIZE2 /= 2
goto 0x80

for i = 0 savepos CURRENTOFFSET
get UNK1 short
reverseshort UNK1
putVarChr MEMORY_FILE CURRENTOFFSET UNK1 short
next i

get NAME basename
string NAME = "_reversed.dds"

log NAME 0 SIZE MEMORY_FILE
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lllccc, posted Mon Apr 27, 2015 8:00 pm (4877)


damn guys thank you so much!!


what program did you use to view the dds? im using dds viewer
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aluigi, posted Mon Apr 27, 2015 8:04 pm (4878)


I guess they are headerless DDS.
Anyway probably you need the XNA Framework to read these files.
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barti, posted Mon Apr 27, 2015 8:28 pm (4879)


@lllccc, I'm using Honeyview as a general image viewer, including DDS, if that's what you're asking for.

., there seems to be some kind of a header but I don't know how useful it is. I don't see the texture width or height in there, maybe it's stored in some fancy manner.
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