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PostPosted: Wed Sep 12, 2018 7:05 pm 

Joined: Sat Apr 23, 2016 12:03 pm
Posts: 20
Image
Game: https://store.steampowered.com/app/7509 ... mb_Raider/
Example File: https://mega.nz/#!iochFSLD!2gxgqTYI8pdI ... 3XUmMkikeE


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PostPosted: Thu Sep 13, 2018 7:36 pm 
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Joined: Wed Jul 30, 2014 9:32 pm
Posts: 9051
The format seems very simple:
http://aluigi.org/bms/tomb_raider_tafs.bms


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PostPosted: Thu Sep 13, 2018 9:50 pm 

Joined: Sat Aug 09, 2014 2:34 pm
Posts: 764
The same situation as with Deus Ex: Human Revolution Director's Cut (Wii U)

AnonBaiter wrote:
Okay, how about this:
Is there any way to extract the files in a sequential order like .000, .001, .002 and up until .027 for the "bigfile-wiiu" archive? The same can also be applied to the "dlcpack-wiiu" archive, which ends at the .005 file.


Code:
struct TigerHeader
{
   uint32_t   dwID; //TAFS
   uint32_t   dwVersion; //5
   uint32_t   dwPartsCount;
   uint32_t   dwTotalFiles;
   uint64_t   dwUnknown;
   uint8_t    m_Platform[32]; //pcx64-w for PC
};

struct TigerEntry
{
   uint64_t   dwNameHash; // Fnv64
   uint64_t   dwLanguageID;
   uint32_t   dwSize;
   uint32_t   dwUnknown1; // ???
   uint32_t   dwUnknown2; // ???
   uint32_t   dwOffset;
};


Last edited by Ekey on Sat Sep 15, 2018 9:46 am, edited 3 times in total.

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PostPosted: Fri Sep 14, 2018 3:19 pm 

Joined: Sat Apr 23, 2016 12:03 pm
Posts: 20
aluigi wrote:
The format seems very simple:
http://aluigi.org/bms/tomb_raider_tafs.bms

Thank you, Aluigi. It's works perfectly. But doesn't have names. How do we find the names and Hash?

Ekey wrote:
The same situation as with Deus Ex: Human Revolution Director's Cut (Wii U)

AnonBaiter wrote:
Okay, how about this:
Is there any way to extract the files in a sequential order like .000, .001, .002 and up until .027 for the "bigfile-wiiu" archive? The same can also be applied to the "dlcpack-wiiu" archive, which ends at the .005 file.


Code:
struct TigerHeader
{
   uint32_t   dwID; //TAFS
   uint32_t   dwVersion; //5
   uint32_t   dwPartsCount;
   uint32_t   dwTotalFiles;
   uint64_t   dwUnknown;
   uint8_t    m_Platform[32]; //pcx64-w for PC
};

struct TigerEntry
{
   uint64_t   dwNameHash; //Fnv64
   uint64_t   dwLanguageID;
   uint32_t   dwSize;
   uint32_t   dwUnknown1; // ???
   uint32_t   dwUnknown2; // ???
   uint32_t   dwOffset;
};

Can you make unpacker and packer? :roll: We need make crazy mods :D


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PostPosted: Mon Sep 17, 2018 3:17 pm 

Joined: Tue Feb 02, 2016 2:35 am
Posts: 1102
holy shit that post ive made regarding that DXHR game for the WiiU was like years ago
damn you notifications

_________________
the number one killer is time
it destroys us all


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PostPosted: Wed Sep 19, 2018 3:50 pm 

Joined: Sat Jan 06, 2018 3:28 pm
Posts: 2
aluigi wrote:
The format seems very simple:
http://aluigi.org/bms/tomb_raider_tafs.bms


Hey Aluigi
I've tried unpacking bigfile.000.tiger with your script tomb_raider_tafs.bms, but got only 75% extracted and the files are without names and most of the extensions are .dat
Can you tell me what this script does - is this just a temporary solution so people can go through the extracted files and see what's what?
Is there a way to identify which of these dat files are meshes and textures?


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PostPosted: Wed Sep 19, 2018 5:30 pm 
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Joined: Wed Jul 30, 2014 9:32 pm
Posts: 9051
The archived files have a very small alignment (16 bytes) so you should get a very high % of coverage (above 95%).
The table with the information of the files is simple and there are no compressed or chunked files.
So I don't know why the format of the archive covers only 75% of it.


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PostPosted: Fri Sep 28, 2018 6:57 am 

Joined: Fri Sep 28, 2018 6:48 am
Posts: 1
Sydie wrote:
aluigi wrote:
The format seems very simple:
http://aluigi.org/bms/tomb_raider_tafs.bms


Hey Aluigi
I've tried unpacking bigfile.000.tiger with your script tomb_raider_tafs.bms, but got only 75% extracted and the files are without names and most of the extensions are .dat
Can you tell me what this script does - is this just a temporary solution so people can go through the extracted files and see what's what?
Is there a way to identify which of these dat files are meshes and textures?


Hi Sydie
I got the same problem. Did you fixed it?


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PostPosted: Wed Oct 03, 2018 5:58 am 

Joined: Sat Apr 23, 2016 12:03 pm
Posts: 20
Aluigi, Can a filelist be created with Procmon or API Monitor? Or is it impossible? :roll:


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PostPosted: Wed Oct 03, 2018 10:53 am 
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Joined: Wed Jul 30, 2014 9:32 pm
Posts: 9051
BadBoy wrote:
Aluigi, Can a filelist be created with Procmon or API Monitor? Or is it impossible? :roll:

That would be possible only if the game tries to load the files outside the archive before those in the archive.
Some games do that, others do the opposite (first archive and then sparse files), others require archives.


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PostPosted: Sun Oct 14, 2018 6:14 am 

Joined: Sun Oct 14, 2018 6:11 am
Posts: 3
aluigi wrote:
The format seems very simple:
http://aluigi.org/bms/tomb_raider_tafs.bms


Unpack working, but the repack is failed. Any ways to repack DAT files?

Image


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PostPosted: Sun Oct 14, 2018 7:47 am 
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Joined: Wed Jul 30, 2014 9:32 pm
Posts: 9051
Read section 3 of http://aluigi.org/papers/quickbms.txt


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