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NASCAR Thunder 2004 (PS2) .dat files

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Blood-PawWerewolf, posted Mon Jan 27, 2020 11:23 pm (53545)


I've been trying to figure out how to access the models to the tracks from NASCAR Thunder 2004, but after copying the files from a ripped ISO (my own copy), they all seem to be all .dat files. I tried the recent Madden_TERF script and it did extract them, except for one called "TK_REND.dat" (I got an error saying "unknown algorithm 3. Please contact me".)

Everything else contains .3ds files (a hex editor says that they have a MMAP header) and other unopenable files (other .dat files as well) all with a long string of numbers as the file name after using the script.

The only files that I can open are the sounds/voices and the video files.

TK_REND.DAT
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LokiReborn, posted Mon Jan 27, 2020 11:44 pm (53546)


Blood-PawWerewolf wrote:
I've been trying to figure out how to access the models to the tracks from NASCAR Thunder 2004, but after copying the files from a ripped ISO (my own copy), they all seem to be all .dat files. I tried the recent Madden_TERF script and it did extract them, except for one called "TK_REND.dat" (I got an error saying "unknown algorithm 3. Please contact me".)

Everything else contains .3ds files (a hex editor says that they have a MMAP header) and other unopenable files (other .dat files as well) all with a long string of numbers as the file name after using the script.

The only files that I can open are the sounds/voices and the video files.


The extensions being the same doesn't mean they're all the same format, that said if you actually want help you're going to need to post the files you need help with ;)
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Blood-PawWerewolf, posted Tue Jan 28, 2020 12:02 am (53547)


LokiReborn wrote:
Blood-PawWerewolf wrote:
I've been trying to figure out how to access the models to the tracks from NASCAR Thunder 2004, but after copying the files from a ripped ISO (my own copy), they all seem to be all .dat files. I tried the recent Madden_TERF script and it did extract them, except for one called "TK_REND.dat" (I got an error saying "unknown algorithm 3. Please contact me".)

Everything else contains .3ds files (a hex editor says that they have a MMAP header) and other unopenable files (other .dat files as well) all with a long string of numbers as the file name after using the script.

The only files that I can open are the sounds/voices and the video files.


The extensions being the same doesn't mean they're all the same format, that said if you actually want help you're going to need to post the files you need help with ;)


i figured that. i just thought since EA used pretty much the same engine for the PS2 EA Sports titles, and used a similar file system on the disk, i gave it a shot.

TK_REND.DAT (was too big to upload here)
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BloodRaynare, posted Tue Jan 28, 2020 12:47 am (53548)


Hmm, just tried to extract using madden_terf script with latest version of quickbms and getting this instead:

Image
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Blood-PawWerewolf, posted Tue Jan 28, 2020 5:08 pm (53562)


BloodRaynare wrote:
Hmm, just tried to extract using madden_terf script with latest version of quickbms and getting this instead:

Image



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LokiReborn, posted Tue Jan 28, 2020 7:51 pm (53565)


Blood-PawWerewolf wrote:
BloodRaynare wrote:
Hmm, just tried to extract using madden_terf script with latest version of quickbms and getting this instead:

Image



07A7737E-5DA0-49A7-B162-C399056D2AB2.jpeg


reviewing the file and the script this is expected. In the file it supports Alg 0,1, and 5 as seen below, so outside of trying to run the com scanner and figure out if anything supported will work the only other option would be reversing the game to look into it. I did take a look myself but nothing I could think of seemed to line up with the data type.

Code:
          if ALGO == 0
                log "" OFFSET SIZE
            elif ALGO == 1
                comtype TDCB_silence
                clog "" OFFSET SIZE XSIZE
            elif ALGO == 5
                comtype ea_madden
                clog "" OFFSET SIZE XSIZE
            else
                print "Error: Unknown algorithm %ALGO%, contact me"
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Blood-PawWerewolf, posted Wed Jan 29, 2020 1:38 am (53575)


LokiReborn wrote:
Blood-PawWerewolf wrote:
BloodRaynare wrote:
Hmm, just tried to extract using madden_terf script with latest version of quickbms and getting this instead:

Image



07A7737E-5DA0-49A7-B162-C399056D2AB2.jpeg


reviewing the file and the script this is expected. In the file it supports Alg 0,1, and 5 as seen below, so outside of trying to run the com scanner and figure out if anything supported will work the only other option would be reversing the game to look into it. I did take a look myself but nothing I could think of seemed to line up with the data type.

Code:
          if ALGO == 0
                log "" OFFSET SIZE
            elif ALGO == 1
                comtype TDCB_silence
                clog "" OFFSET SIZE XSIZE
            elif ALGO == 5
                comtype ea_madden
                clog "" OFFSET SIZE XSIZE
            else
                print "Error: Unknown algorithm %ALGO%, contact me"



Would you need the full iso for you to crack the protection then?
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LokiReborn, posted Wed Jan 29, 2020 1:54 am (53576)


Blood-PawWerewolf wrote:
LokiReborn wrote:
Blood-PawWerewolf wrote:


07A7737E-5DA0-49A7-B162-C399056D2AB2.jpeg


reviewing the file and the script this is expected. In the file it supports Alg 0,1, and 5 as seen below, so outside of trying to run the com scanner and figure out if anything supported will work the only other option would be reversing the game to look into it. I did take a look myself but nothing I could think of seemed to line up with the data type.

Code:
          if ALGO == 0
                log "" OFFSET SIZE
            elif ALGO == 1
                comtype TDCB_silence
                clog "" OFFSET SIZE XSIZE
            elif ALGO == 5
                comtype ea_madden
                clog "" OFFSET SIZE XSIZE
            else
                print "Error: Unknown algorithm %ALGO%, contact me"



Would you need the full iso for you to crack the protection then?


Honestly this is out of my area, I haven't done anything with consoles. I don't think the whole ISO would be needed but something similar to an executable / elf would be needed I'd think but again as I've never looked into PS formats etc. not sure on the exact files.
  • Author
  • Localization

Blood-PawWerewolf, posted Wed Jan 29, 2020 3:23 am (53579)


LokiReborn wrote:
Blood-PawWerewolf wrote:
LokiReborn wrote:

reviewing the file and the script this is expected. In the file it supports Alg 0,1, and 5 as seen below, so outside of trying to run the com scanner and figure out if anything supported will work the only other option would be reversing the game to look into it. I did take a look myself but nothing I could think of seemed to line up with the data type.

Code:
          if ALGO == 0
                log "" OFFSET SIZE
            elif ALGO == 1
                comtype TDCB_silence
                clog "" OFFSET SIZE XSIZE
            elif ALGO == 5
                comtype ea_madden
                clog "" OFFSET SIZE XSIZE
            else
                print "Error: Unknown algorithm %ALGO%, contact me"



Would you need the full iso for you to crack the protection then?


Honestly this is out of my area, I haven't done anything with consoles. I don't think the whole ISO would be needed but something similar to an executable / elf would be needed I'd think but again as I've never looked into PS formats etc. not sure on the exact files.


you mean this file?



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aluigi, posted Mon Mar 23, 2020 8:10 pm (55006)


No idea about that type 3, sorry.
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