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dat file [Hot lava]

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PsyXo, posted Sat Jan 26, 2019 6:05 pm (42789)


Welcome to the forum, need help unpacking, and back packaging dat file, unfortunately I do not know the name of the game, I only know that the developer "Hot lava".
P/S: if it is possible, the packer can pack files of any size.

Thank you in advance for your help.

file reference: https://cloud.mail.ru/public/CFyy/z1wNTGy95
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Delutto, posted Sat Jan 26, 2019 6:27 pm (42790)


It's unlikely that anyone will download a file of 900MB size just to analyze it, so upload the 2 files generated by the following quickbms script when you use it with the archive of the game:
http://aluigi.org/bms/filecutter.bms
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aluigi, posted Sun Jan 27, 2019 12:55 pm (42831)


I have made the script but there is something wrong with the filenames:
http://aluigi.org/bms/hot_java.bms

I have double-checked the script and it's all correct, all the fields are correctly parsed, TYPE 0 is the only one that must be considered, offsets of names are correct, BUT the results are invalid.
Not my fault apparently but it would be great if someone can spot the error.
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Acewell, posted Sun Jan 27, 2019 3:54 pm (42839)


i think this was the error :D
Code:
    if TYPE == 1

should be
Code:
    if TYPE == 0

but i was still having problems with the file names until i changed the memory_file stuff,
this works for me :)
Code:
# Hot Lava developers

idstring "\xce\xde\xed\xec"
get VER long
get OFFSET longlong
get ZERO longlong
goto OFFSET
get FILES long
for i = 0     get OFFSET longlong
    get SIZE longlong
    get TYPE long
    get NAME_OFF long
    putarray 0 i OFFSET
    putarray 1 i SIZE
    putarray 2 i TYPE
    putarray 3 i NAME_OFF
next i
get NAMES_SIZE long
savepos TMP
for i = 0     getarray OFFSET 0 i
    getarray SIZE 1 i
    getarray TYPE 2 i
    getarray NAME_OFF 3 i
    math NAME_OFF TMP
    goto NAME_OFF
    get NAME string
    if TYPE == 0
        log NAME OFFSET SIZE
    endif
next i
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PsyXo, posted Sun Jan 27, 2019 4:27 pm (42842)


Acewell

Thank you very much, the script works as expected, but I have a question, will the script pack the edited files, the size of which exceeds the size of the original file?
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aluigi, posted Sun Jan 27, 2019 5:40 pm (42847)


Ah yeah that TYPE 1 was a test I was doing and wasn't meant for release :)
The problem is with the names
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PsyXo, posted Sun Jan 27, 2019 6:16 pm (42849)


aluigi

How to make quick bms pack files larger than the original file size?, back he packs with an error, writes that the modified file exceeds the size of the original, if you pack with the force command, the game crashes, he is far from programming.
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aluigi, posted Mon Jan 28, 2019 8:53 pm (42889)


In this case the script uses arrays and I don't remember if they are supported in reimport2.
Have you tried re-extracting the edited archive and checked if the files are correct?
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PsyXo, posted Tue Jan 29, 2019 7:07 am (42907)


Yes, re-extracted, the text of the game takes, but the texture does not want any, when you have to use the command force, the game starts and is played, but as soon as you switch to the edited texture, there is a crash game.

P/S: I don't know how, but it worked :mrgreen:
Thank you very much for your help.
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