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Harry Potter and the Philosopher's Stone PS1 *.WAD

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Warthog1336, posted Wed Jun 19, 2019 7:55 pm (48913)


Hello everyone!

I'm opening this thread because there's a scan script which can actually extract the content of the *.WAD archives (which contains headerless Sony 4-bit ADPCM streams) from Harry Potter and the Chamber of Secrets (PS1).

However, it doesn't seem to work on the first game.

I'm asking if someone can help me adapting the script so that it can work with Philosopher's Stone *.WAD, please.

Here's one of the archives:
https://mega.nz/#!KtkQ0A5C!GIHJmnTboizo ... aoaVBTh59I

Here's the script:
https://mega.nz/#!nglGmIqT!CC5M2xx4Po0b ... FcpuNtAp-c

Thanks!
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Shima33, posted Sun May 10, 2020 2:15 am (56633)


Sorry to necrobump, but this still hasn't had a script made for it. Would be great to have all the content in these WAD's.
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Shima33, posted Fri May 22, 2020 10:50 am (56878)


Necrobumping again with information that may or may not help the decompilation process-

Harry Potter and the Philosopher's Stone PS1 uses the same engine as Croc 2. It's written in C , and uses Argonaut's proprietary scripting language called Argonaut Strat Language. Using Ghidra with PSYQ Signatures has provided working C code, but isn't able to crack the .WAD's. I assume if a QuickBMS script existed for Croc 2, it could be repurposed to use for this? I'm not sure. But regardless, there's some actual info so I'm contributing to this and not just spamming the place up.
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OverSurge, posted Sun Jul 19, 2020 3:52 am (57647)


Hi, I've been working on those WADs (Harry Potter and Croc 2 atm) for several months now.
I have written scripts and a documentation on textures, models and animations. I'm currently working on audio, it should be uploaded soon.
Here's the URL of the repo : https://github.com/OverSurge/PS1-BRender-Reverse (https://github.com/OverSurge/PS1-BRender-Assets for the extracted assets)
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shekofte, posted Sun Nov 08, 2020 11:33 am (60054)


OverSurge wrote:
Hi, I've been working on those WADs (Harry Potter and Croc 2 atm) for several months now.
I have written scripts and a documentation on textures, models and animations. I'm currently working on audio, it should be uploaded soon.
Here's the URL of the repo : https://github.com/OverSurge/PS1-BRender-Reverse (https://github.com/OverSurge/PS1-BRender-Assets for the extracted assets)

Thanks
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shekofte, posted Sun Nov 08, 2020 11:36 am (60055)


Shima33 wrote:
Necrobumping again with information that may or may not help the decompilation process-

Harry Potter and the Philosopher's Stone PS1 uses the same engine as Croc 2. It's written in C , and uses Argonaut's proprietary scripting language called Argonaut Strat Language. Using Ghidra with PSYQ Signatures has provided working C code, but isn't able to crack the .WAD's. I assume if a QuickBMS script existed for Croc 2, it could be repurposed to use for this? I'm not sure. But regardless, there's some actual info so I'm contributing to this and not just spamming the place up.

@shima33
Hi shima !
Do you have enough skills in working with Ghidra ?
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OverSurge, posted Thu Nov 12, 2020 2:08 am (60178)


@shekofte

I'm currently working on Croc 2 German Demo's executable with Ghidra, helped by a Croc fan, in order to decipher Argonaut Strategy Language (ASL).
I have no experience with Ghidra yet, so it might take a long time, or even be unsuccessful.
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shekofte, posted Sun Nov 15, 2020 2:47 pm (60287)


OverSurge wrote:
@shekofte

I'm currently working on Croc 2 German Demo's executable with Ghidra, helped by a Croc fan, in order to decipher Argonaut Strategy Language (ASL).
I have no experience with Ghidra yet, so it might take a long time, or even be unsuccessful.


Indeed you have the aptitude for working on your goal !
Sinc Ghidra is young and free interested in its features !
May be it is better choice than Ida pro ?
But I didn't find documented guides on xentax nor zenhax ! Unfortunately !
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OverSurge, posted Wed Nov 25, 2020 9:25 pm (60605)


I'm using Ghidra because I don't own IDA Pro :/
I had to put the Ghidra reverse on hold (just for now hopefully), I got a lot of university work to do lately..
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AlphaTwentyThree, posted Wed Jan 26, 2022 3:01 pm (69369)


I'm also looking at these wad archives. I'm only after the music though so I'm searching for a way to just extract that from the archives.
I've extracted the wad with a script I wrote:
Code:
get FSIZE asize
goto 0x10
getDstring SNAME 0x20
get BNAME basename
set OFFSET 4
do
   goto OFFSET
   getDstring EXT 4
   get SIZE long
   savepos OFFSET
   string NAME p "%s~%s.%s" BNAME SNAME EXT
   log NAME OFFSET SIZE
   math OFFSET = SIZE
while OFFSET != FSIZE


I know all the audio is in the *.dne file but somehow I cannot find any TOC for it inside the other files. Does somebody have an idea?

Here's an example wad: https://1fichier.com/?umjta5y2f6wbgcdartnp

Thanks
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OverSurge, posted Tue Feb 01, 2022 3:37 pm (69544)


Hi AlphaTwentyThree,
I have already reversed most of the audio structures of HP PS1.

You can find all extracted audio at https://github.com/OverSurge/PS1-Argonaut-Assets/.

If you're interested in documentation, take a look at https://github.com/OverSurge/PS1-Argonaut-Reverse/blob/master/Documentation/WAD sections/SPSX.md and https://github.com/OverSurge/PS1-Argonaut-Reverse/blob/master/Documentation/WAD sections/END.md.

Feel free to ask questions, I'll try to answer from what I remember, I haven't worked on this reverse for some time now..

OverSurge
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