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 Post subject: Kula World Archive
PostPosted: Tue Mar 14, 2017 5:24 am 

Joined: Tue Mar 14, 2017 5:19 am
Posts: 5
Hey All,

I have been racking my brains out trying to figure out how this archive (if it is indeed an archive) file is structured, it doesn't conform to any standard i read about apart from the file names being listed in plain text i can see the structure follows goes like this

header -> file names -> file header -> file data

if someone can write a script but most importantly show me how you got to that point that would be great, i am not trying to get the files out of that archive just trying to learn how to read a raw archive file.


Attachments:
C.PAK [13.1 KiB]
Downloaded 48 times
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 Post subject: Re: Kula World Archive
PostPosted: Tue Mar 14, 2017 10:33 am 
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Joined: Wed Jul 30, 2014 9:32 pm
Posts: 10553
http://aluigi.org/bms/kula_world.bms


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 Post subject: Re: Kula World Archive
PostPosted: Tue Mar 14, 2017 10:59 am 

Joined: Tue Mar 14, 2017 5:19 am
Posts: 5
Awesome, thank you

quick question how did you come up with that and what kind of archive was it.


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 Post subject: Re: Kula World Archive
PostPosted: Tue Mar 14, 2017 11:11 am 
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Joined: Wed Jul 30, 2014 9:32 pm
Posts: 10553
The archive is splitted in the following parts:
  • number of files
  • offset + compressed size of each file
  • offset of each filename
  • filenames
That's why it was necessary to use the array feature of quickbms for reading each part and then extracting the files one by one.
There is no decompressed size specified so I had to use zlib_noerror which is just like comtype zlib with the difference that doesn't need a valid decompressed size field.


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 Post subject: Re: Kula World Archive
PostPosted: Tue Mar 14, 2017 11:18 am 

Joined: Tue Mar 14, 2017 5:19 am
Posts: 5
great work as usual :)

now i just need to figure out what type of files its extracted.


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 Post subject: Re: Kula World Archive
PostPosted: Wed Jul 10, 2019 4:44 am 

Joined: Tue Mar 14, 2017 5:19 am
Posts: 5
me again i have picked this little project to learn some more

since the last post i can see that the pack files are nothing more than containers for zlib files inside of them one per level (still trying to figure out what format the uncompressed file is)

my attention has now turned to the TGI file that is there with every stage\theme which is attached. i can see there are 4 instances that look like zlib headers as well however cannot find a way to extract them, i also tried to see if i could find a table or see if this file is an archive or raw data but could not figure out.

have also attached the exe file

sorry had to rename the files to .txt to attach them


Attachments:
SCES_010.00.txt [590 KiB]
Downloaded 2 times
HIRO.TGI.txt [624.03 KiB]
Downloaded 3 times
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 Post subject: Re: Kula World Archive
PostPosted: Thu Jul 11, 2019 12:06 am 

Joined: Tue Mar 14, 2017 5:19 am
Posts: 5
some playing around today using the debugger i found out that the .PAK files once uncompressed show the information about the level for example what items are laid out and where they are which makes me think the 3d models for the level are actually in the TGI file.


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