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Renowned Explorers .tim archive

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aluigi, posted Mon Sep 14, 2015 9:49 am (7474)


lzham is really painful.
From lzham.h line 144:
Quote:
// IMPORTANT: The values of m_dict_size_log2, m_table_update_rate, m_table_max_update_interval, and m_table_update_interval_slow_rate MUST
// match during compression and decompression. The codec does not verify these values for you, if you don't use the same settings during
// decompression it will fail (usually with a LZHAM_DECOMP_STATUS_FAILED_BAD_CODE error).


Now, regarding this particular situation with this game, I have implemented the brute forcer but I'm still unable to get the correct decompression because the result is never LZHAM_DECOMP_STATUS_SUCCESS (3 or 4). The max I get is LZHAM_DECOMP_STATUS_NOT_FINISHED.

I'm doing my tests with the Table_Compressed_Original.dat file provided by Ekey.
Using the parameters 19 and 20 I get the correct 0x8000 bytes but not the rest of the file which is 876726 bytes.
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aluigi, posted Mon Sep 14, 2015 10:04 am (7475)


Update: got the exact result.
I had to use lzham_decompress_memory instead of lzham_decompress :)
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zespri, posted Mon Sep 14, 2015 10:05 am (7476)


aluigi wrote:
Now, regarding this particular situation with this game, I have implemented the brute forcer but I'm still unable to get the correct decompression because the result is never LZHAM_DECOMP_STATUS_SUCCESS (3 or 4). The max I get is LZHAM_DECOMP_STATUS_NOT_FINISHED.


You need to make sure that you set
Quote:
Code:
decompressParams.m_table_update_rate = LZHAM_FASTEST_TABLE_UPDATE_RATE;

This is NOT the default.
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aluigi, posted Mon Sep 14, 2015 10:12 am (7477)


yes, the "20" was referred to that value. I forgot to say that 19 was the dictionary size and 20 the table update rate.

I have tested also the brute forcer and works perfectly :D
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aluigi, posted Mon Sep 14, 2015 10:48 am (7479)


I have the full working script that I have just tested on the provided content.tim:
http://aluigi.org/papers/bms/others/abbeygames.bms

Obviously you have to wait the next version of quickbms that will be probably just later today, in case there are other last-minute things to fix on the fly.
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aluigi, posted Mon Sep 14, 2015 7:44 pm (7484)


QuickBMS 0.6.7a is now available. Feel free to use it with the script.
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Ekey, posted Mon Sep 14, 2015 8:54 pm (7488)


Image
:D
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0wn3df1x, posted Tue Sep 15, 2015 10:18 am (7495)


aluigi wrote:
I have the full working script that I have just tested on the provided content.tim:
http://aluigi.org/papers/bms/others/abbeygames.bms

Obviously you have to wait the next version of quickbms that will be probably just later today, in case there are other last-minute things to fix on the fly.


Thank you! :)

But there is a problem with lua files.
Without these files, the archive is successfully packed and work into the game.

With lua files archive is packed too, but don't work into the game.
Possible unpacking error? Or packing? :|
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aluigi, posted Tue Sep 15, 2015 12:15 pm (7496)


There are no problems with the extraction, I checked the extracted lua files and they are ok.

Do you refer to the reimporting feature?
In that case there is a problem, yes, because lzham by default uses a brute forcer and you have to use the same settings expected by the game (check the previous post of the developers) to perform a correct reimporting.
I opted for the brute forcing because it's the faster way but are you sure the game doesn't work with only the extracted files?
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happyend, posted Tue Sep 15, 2015 12:54 pm (7497)


hi~aluigi~script not support win10?
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aluigi, posted Tue Sep 15, 2015 12:59 pm (7498)


provide more info like screenshots and details of the error.
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abbeybas, posted Wed Sep 16, 2015 10:08 am (7512)


By extracting the contents of the .tim file into the root of the game folder you can run (and modify) the game with the extracted files. There is no need to repack to modify the game.
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0wn3df1x, posted Wed Sep 16, 2015 2:12 pm (7514)


abbeybas wrote:
By extracting the contents of the .tim file into the root of the game folder you can run (and modify) the game with the extracted files. There is no need to repack to modify the game.


I del tim file and >>
Try to put files into Renowned Explorers\data - Crash.
Try to put into Renowned Explorers\ - Crash.

:cry:
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zespri, posted Tue Sep 22, 2015 6:17 am (7639)


0wn3df1x wrote:
abbeybas wrote:
By extracting the contents of the .tim file into the root of the game folder you can run (and modify) the game with the extracted files. There is no need to repack to modify the game.


I del tim file and >>
Try to put files into Renowned Explorers\data - Crash.
Try to put into Renowned Explorers\ - Crash.

:cry:


I dunno, works for me. Need to put it into Renowned Explorers\ not to Renowned Explorers\data
The game requires content.tim file, so it won't work without it, but you can put a minimal one instead of the full one (attached). And you do not need at all if you want to replace just a few files - it just works.
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zespri, posted Tue Sep 22, 2015 7:23 am (7642)


So with Bas's awesome help (who explained me that the hash table in the file uses Murmur Hash) I was able to pack the files back into a functioning archive. Not a quickbms script, sorry, a C# one. I published it here: https://github.com/AndrewSav/ReisUnpack
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0wn3df1x, posted Tue Sep 22, 2015 10:15 am (7650)


zespri wrote:
So with Bas's awesome help (who explained me that the hash table in the file uses Murmur Hash) I was able to pack the files back into a functioning archive. Not a quickbms script, sorry, a C# one. I published it here: https://github.com/AndrewSav/ReisUnpack


Thanks!

Bad news: I can't repack .tim.
Good news: With C# unpacker game work with the extracted files.
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aluigi, posted Tue Sep 22, 2015 12:21 pm (7656)


@0wn3df1x
Is there any difference between the files extracted with the script and those from ReisUnpack?
I have made a test and they are all the same except the following:
Code:
datafiles\arena\buffs\supportbuffdefinitions.json
datafiles\overworld\bonusses\techtree_bonusses.json
datafiles\shared\overworldbuffs\islandbuffdefinitions.json
sprites\abilities\entangle\vine_tangle_0009.dds
sprites\characters\boris\attack\boris_attack_0009.dds
sprites\characters\boris\passive\boris_passive_0012.dds
sprites\island\scout_icons\scout_treasure.dds
sprites\portrait_hacks\monkey_red_neutral.dds
The reason, in my opinion, is to be found in the brute-forcing mechanism implemented in the script for the lzham parameters, in these files the lzham API returns an OK even if the parameters are not correct.
Probably I have to fix the script... but I have to say that 8 wrong files on 28.311 is really awesome :D

@zespri
The '$' before the strings to display and the string at line 60 of Unpacker.cs give some problems on Visual Studio 2012.
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0wn3df1x, posted Tue Sep 22, 2015 1:21 pm (7661)


aluigi wrote:
@0wn3df1x
Is there any difference between the files extracted with the script and those from ReisUnpack?
I have made a test and they are all the same except the following:
Code:
datafiles\arena\buffs\supportbuffdefinitions.json
datafiles\overworld\bonusses\techtree_bonusses.json
datafiles\shared\overworldbuffs\islandbuffdefinitions.json
sprites\abilities\entangle\vine_tangle_0009.dds
sprites\characters\boris\attack\boris_attack_0009.dds
sprites\characters\boris\passive\boris_passive_0012.dds
sprites\island\scout_icons\scout_treasure.dds
sprites\portrait_hacks\monkey_red_neutral.dds
The reason, in my opinion, is to be found in the brute-forcing mechanism implemented in the script for the lzham parameters, in these files the lzham API returns an OK even if the parameters are not correct.
Probably I have to fix the script... but I have to say that 8 wrong files on 28.311 is really awesome :D

@zespri
The '$' before the strings to display and the string at line 60 of Unpacker.cs give some problems on Visual Studio 2012.


Really, Idk the reason why game can't work with files from your script.
Also, i compile the ReisUnpack with VS 2015.
https://drive.google.com/file/d/0B4gOIO ... sp=sharing
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zespri, posted Tue Sep 22, 2015 7:55 pm (7682)


aluigi wrote:
@zespri
The '$' before the strings to display and the string at line 60 of Unpacker.cs give some problems on Visual Studio 2012.

Yeah, it's new syntax in c# 6, which is not supported in VS2012, you would need vs2015 to compile that.
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