Zanki Zero Last Beginning .dat files
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Zanki Zero Last Beginning .dat files
Any script to extract the .dat files?
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Re: Zanki Zero Last Beginning .dat files
the files are split up by the magic
ALLZ
and the decompressed size is at offset 0x8
and data starts at 0xC
I think its using this compression a type of rle.
but it does not seem to be supported in quickbms.
https://github.com/jpmac26/DRV3-Tools/b ... ls/spc.cpp
ALLZ
and the decompressed size is at offset 0x8
and data starts at 0xC
I think its using this compression a type of rle.
but it does not seem to be supported in quickbms.
https://github.com/jpmac26/DRV3-Tools/b ... ls/spc.cpp
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Re: Zanki Zero Last Beginning .dat files
Mmh... It's hard to me. Do you know something else?
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Re: Zanki Zero Last Beginning .dat files
Glad to see other people working on this game.
Fair warning though, I have almost no knowledge in terms of reverse-engineering. Doesn't stop me from thinking there are actually several archives in a single .dat file (or maybe archives in archives in archives... for some reason). I've only examined the files through Notepad++ and HxD so far.
015.dat looks like a pretty specific case with the file having data before the "ALLZ" mention though, most other files start directly with "ALLZ"...
Still haven't tried using QuickBMS and tweaking it, I'll see if I can get anything out of it.
Fair warning though, I have almost no knowledge in terms of reverse-engineering. Doesn't stop me from thinking there are actually several archives in a single .dat file (or maybe archives in archives in archives... for some reason). I've only examined the files through Notepad++ and HxD so far.
015.dat looks like a pretty specific case with the file having data before the "ALLZ" mention though, most other files start directly with "ALLZ"...
Still haven't tried using QuickBMS and tweaking it, I'll see if I can get anything out of it.
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Re: Zanki Zero Last Beginning .dat files
Thanks, Red!
I appreciate your help!
I appreciate your help!
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Re: Zanki Zero Last Beginning .dat files
You're welcome! To be honest though, I went here looking for help... I might go and ask on other forums to see if anyone can get anything out of these files.
Vita hackers seem interested in understanding how the PC version works to apply the translation to the Japanese Vita version, so it might be worth a shot to contact them. I haven't seen anyone reporting any progress on the Steam forums, however...
I could post my findings here, but it's not exactly about how to extract/repack the files but rather what they contain (file formats, among other things). And even then, it's not really that useful if it's impossible to do anything with the .dat file ^_^'
Vita hackers seem interested in understanding how the PC version works to apply the translation to the Japanese Vita version, so it might be worth a shot to contact them. I haven't seen anyone reporting any progress on the Steam forums, however...
I could post my findings here, but it's not exactly about how to extract/repack the files but rather what they contain (file formats, among other things). And even then, it's not really that useful if it's impossible to do anything with the .dat file ^_^'
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Re: Zanki Zero Last Beginning .dat files
Well. I wish you good luck about making a script for this game.
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Re: Zanki Zero Last Beginning .dat files
Thanks, I'll see what I can do (if I can do anything at all).
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Re: Zanki Zero Last Beginning .dat files
Okay, uh, so... I didn't progress with QuickBMS, but I looked up other tutorials on these forums. The most interesting one was "Example of archive format reversing with QuickBMS (medium)", but now I have several questions.
What comes after the "ALLZ" mention doesn't look like the uncompressed file size, as it seems way too big for some other files. It also doesn't look like an offset (can't find what it's referencing)... The only thing this reminds me of is a header (reminder: I could be completely wrong, I'm a complete newbie in reverse engineering), but I can't figure out how to use it. Maybe it's a file ID or something, for the game to load files in a particular order? Also, this part might be compressed as well (which would make matters worse).
The archives themselves don't seem to use RLE, else the files' names would likely be affected ("adv_still" would likely not be displayed that way), but the compressed files themselves might be using it for all I know.
I've taken a look at the EXE and apparently the game uses zlib/deflate somewhere. The archives don't seem to use it though, else there wouldn't be uncompressed data available to see (going by this tutorial).
Regarding 015.dat, I tried checking if the content before the "ALLZ" mention wasn't in Base64 after seeing a similar string of characters in QuickBMS's documentation, but it didn't convert properly no matter how I tried. Might be Shift-JIS encoded in Base64, since it gave something looking like code with kanjis that put through Google Translate talked about a "temple" (since it's a dungeon RPG, it could make sense), but at the same time it also looked incomplete (glitch characters in the middle). I'm afraid it might be a checksum of some kind, which could be a problem later down the road to mod the game.
I'll send a post on the Reddit thread about the translation's port to the Vita version, since there's probably a common interest in knowing how the PC version works at least to explore its files. Also, any help is welcome, the struggle is real.
What comes after the "ALLZ" mention doesn't look like the uncompressed file size, as it seems way too big for some other files. It also doesn't look like an offset (can't find what it's referencing)... The only thing this reminds me of is a header (reminder: I could be completely wrong, I'm a complete newbie in reverse engineering), but I can't figure out how to use it. Maybe it's a file ID or something, for the game to load files in a particular order? Also, this part might be compressed as well (which would make matters worse).
The archives themselves don't seem to use RLE, else the files' names would likely be affected ("adv_still" would likely not be displayed that way), but the compressed files themselves might be using it for all I know.
I've taken a look at the EXE and apparently the game uses zlib/deflate somewhere. The archives don't seem to use it though, else there wouldn't be uncompressed data available to see (going by this tutorial).
Regarding 015.dat, I tried checking if the content before the "ALLZ" mention wasn't in Base64 after seeing a similar string of characters in QuickBMS's documentation, but it didn't convert properly no matter how I tried. Might be Shift-JIS encoded in Base64, since it gave something looking like code with kanjis that put through Google Translate talked about a "temple" (since it's a dungeon RPG, it could make sense), but at the same time it also looked incomplete (glitch characters in the middle). I'm afraid it might be a checksum of some kind, which could be a problem later down the road to mod the game.
I'll send a post on the Reddit thread about the translation's port to the Vita version, since there's probably a common interest in knowing how the PC version works at least to explore its files. Also, any help is welcome, the struggle is real.
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Re: Zanki Zero Last Beginning .dat files
I don't know man.
Keep trying.
Or else I'll ask luigi for that.
Keep trying.
Or else I'll ask luigi for that.
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Re: Zanki Zero Last Beginning .dat files
he is adding the compression in the next quickbms.
viewtopic.php?f=13&t=19&start=488#p47064
viewtopic.php?f=13&t=19&start=488#p47064
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Re: Zanki Zero Last Beginning .dat files
Oh, nice! Thanks for the info!
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Re: Zanki Zero Last Beginning .dat files
Hi, was just wondering if there was any tool or something that could help me get to the model files? I have the noesis script but it's useless without unpacking the PC versions files