ZenHAX

Free Game Research Forum | Official QuickBMS support | twitter @zenhax | SSL HTTPS://zenhax.com
It is currently Sun Nov 19, 2017 9:18 pm

All times are UTC




Post new topic  Reply to topic  [ 5 posts ] 
Author Message
PostPosted: Fri Aug 04, 2017 11:26 am 

Joined: Thu Jun 04, 2015 1:05 pm
Posts: 19
Hello Guys!
This is the package files from the game on the RenderWare Engine for PS2
Help me deal with these files, this package has no compression but it in itself connects several types of files such as * TXD, * DFF, * BSP I can read them by structure, but it is very difficult. Is it possible to separate them into data types?

Sample here: https://www.dropbox.com/s/zew02qr1c6eul ... s.zip?dl=0


Top
   
PostPosted: Fri Aug 04, 2017 5:17 pm 
Site Admin
User avatar

Joined: Wed Jul 30, 2014 9:32 pm
Posts: 7110
bin and d1 have the same format although I guess there is no format at all and it's just a sequence of files, anyway if you can post the exact offset where are located the files you found, I will be able to "tune" the following script (I don't know what's part of the files):
Code:
get MAX_SIZE asize
for OFFSET = 0 != MAX_SIZE
    get DUMMY long
    get SIZE long
    math SIZE + 12
    log "" OFFSET SIZE
    math OFFSET + SIZE
    goto OFFSET
next


Top
   
PostPosted: Fri Aug 04, 2017 9:18 pm 

Joined: Thu Jun 04, 2015 1:05 pm
Posts: 19
I'll give an example for a *.D1 file included in the archive

(Section Header)
4 bytes - int - Section Type
4 bytes - int - Section Size

Data Type:
Textures *.TXD 0x16
Dynamic Models *.DFF 0x10
Static Models *.BSP 0x0B

Structure:
Textures Block - Starting at 0x00000000
Dynamic Models - Starting at 0x00066A74
Dynamic Models - Starting at 0x00068346
Static Models - Starting at 0x00069B17
Static Models - Starting at 0x001D6668
Static Models - Starting at 0x002391FF
Dynamic Models - Starting at 0x00286124
Static Models - Starting at 0x00286466
Static Models - Starting at 0x002DF546
Dynamic Models - Starting at 0x002FDB28


Top
   
PostPosted: Fri Aug 04, 2017 10:23 pm 
Site Admin
User avatar

Joined: Wed Jul 30, 2014 9:32 pm
Posts: 7110
Good, so the offsets correctly match those catched by the script :)


Top
   
PostPosted: Fri Aug 04, 2017 11:15 pm 

Joined: Thu Jun 04, 2015 1:05 pm
Posts: 19
Luigi you once again helped me, it's works great :D
Thank you very much!


Top
   
Display posts from previous:  Sort by  
Post new topic  Reply to topic  [ 5 posts ] 

All times are UTC


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Powered by phpBB® Forum Software © phpBB Limited