Icy tower DAT [Allegro liballeg library]
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Re: Icy tower DAT
After Unpack. I See. PCX and bmp not shown. Wave do not play. When unpacking wrote replace duplicate files or not. If not. That there are several files at 87 MB. Although the archive weighs just 1 mb
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Re: Icy tower DAT
I have updated the script to version 0.1.1 for fixing the problem of duplicated names.
For the rest the script is correct and extracts all the files.
Please note that the files are raw (headerless).
For the rest the script is correct and extracts all the files.
Please note that the files are raw (headerless).
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Re: Icy tower DAT
I have updated the script to version 0.2 for supporting the encryption adopted by some games that use the Allegro 4.x library like Happyland Adventures (password "happy" which is automatically set by the script).
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Re: Icy tower DAT
aluigi wrote:I have updated the script to version 0.2 for supporting the encryption adopted by some games that use the Allegro 4.x library like Happyland Adventures (password "happy" which is automatically set by the script).
What's The Pass For Icytower 1.5.1
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Re: Icy tower DAT
Doesn't the script work automatically?
Upload the archive.
Upload the archive.
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Re: Icy tower DAT
aluigi wrote:Doesn't the script work automatically?
Upload the archive.
No The Script Extract Files Like ("FILENAME_FileExtension") When I replace _fileExtension with .FileExtension The OGG Only Works But The BMP Doesn't Works
Sample:
https://mega.nz/#!M40gnYiT!I1rYO6tqYGU9xqiYnfwcOQTMZ8hu20PKFfgetG1DtRY
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Re: Icy tower DAT
The script extracts everything perfectly and the names are those provided by the archive itself.
The reason why BMP don't work is that they have a custom mini-header instead of the normal "BM" header.
For example 001_BMP starts with the following big endian 16bit fields:
0x0010: bits per pixel
0x001e: X
0x0034: Y
Remove these 6 bytes, open the file as raw with a program that allows it (irfanview for example) and set width 30, height 52 and 16bit.
WAV* files have a similar header too composed by 3 16bit fields: bits (for example 16), samplerate (22050) and channels (1).
My suggestion is to check the source code of the Allegro library and check the fields there, paying attention if there are differences between 4.x and 5.x, probably most of games are based on 4.x:
https://github.com/liballeg/allegro5
http://liballeg.org/old.html
The reason why BMP don't work is that they have a custom mini-header instead of the normal "BM" header.
For example 001_BMP starts with the following big endian 16bit fields:
0x0010: bits per pixel
0x001e: X
0x0034: Y
Remove these 6 bytes, open the file as raw with a program that allows it (irfanview for example) and set width 30, height 52 and 16bit.
WAV* files have a similar header too composed by 3 16bit fields: bits (for example 16), samplerate (22050) and channels (1).
My suggestion is to check the source code of the Allegro library and check the fields there, paying attention if there are differences between 4.x and 5.x, probably most of games are based on 4.x:
https://github.com/liballeg/allegro5
http://liballeg.org/old.html
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Re: Icy tower DAT [Allegro liballeg library]
I just updated the script for making it compatible with another encryption method used in Allegro where it's just a xor of the whole archive with the password.
For example Zelda Classic https://www.allegro.cc/depot/ZeldaClassic uses this method with the password "longtan", the script has the password in its database so no modification is necessary by the user.
I'm sure many other games use passwords (packfile_password function) so, to anyone, feel free to post them here.
For example Zelda Classic https://www.allegro.cc/depot/ZeldaClassic uses this method with the password "longtan", the script has the password in its database so no modification is necessary by the user.
I'm sure many other games use passwords (packfile_password function) so, to anyone, feel free to post them here.
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Re: Icy tower DAT
aluigi wrote:The script extracts everything perfectly and the names are those provided by the archive itself.
The reason why BMP don't work is that they have a custom mini-header instead of the normal "BM" header.
For example 001_BMP starts with the following big endian 16bit fields:
0x0010: bits per pixel
0x001e: X
0x0034: Y
Remove these 6 bytes, open the file as raw with a program that allows it (irfanview for example) and set width 30, height 52 and 16bit.
WAV* files have a similar header too composed by 3 16bit fields: bits (for example 16), samplerate (22050) and channels (1).
My suggestion is to check the source code of the Allegro library and check the fields there, paying attention if there are differences between 4.x and 5.x, probably most of games are based on 4.x:
https://github.com/liballeg/allegro5
http://liballeg.org/old.html
I made what you say but irfanview tell me Out Of Memory! and dosen't show to file(The IMG)
Is There's Any Another Way
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Re: Icy tower DAT [Allegro liballeg library]
I have no idea of what mess you did there
File->Open As->RAW file
select 001_BMP
Image width: 30
Image height: 52
File header size: 6 (so you don't even need to delete bytes)
BitsPerPixel: 16 BPP
All the other options don't affect the visualization and can't produce any error like the one you got.
File->Open As->RAW file
select 001_BMP
Image width: 30
Image height: 52
File header size: 6 (so you don't even need to delete bytes)
BitsPerPixel: 16 BPP
All the other options don't affect the visualization and can't produce any error like the one you got.
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Re: Icy tower DAT [Allegro liballeg library]
aluigi wrote:I have no idea of what mess you did there
File->Open As->RAW file
select 001_BMP
Image width: 30
Image height: 52
File header size: 6 (so you don't even need to delete bytes)
BitsPerPixel: 16 BPP
All the other options don't affect the visualization and can't produce any error like the one you got.
What Version You Use 32 or 64 (I Use 64)