Call of Duty 2: Big Red One *.cod (KAPF identifier)

Extraction and unpacking of game archives and compression, encryption, obfuscation, decoding of unknown files
AlphaTwentyThree
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Joined: Sat Aug 09, 2014 11:21 am

Call of Duty 2: Big Red One *.cod (KAPF identifier)

Post by AlphaTwentyThree »

Hi there! Can somebody help me to figure out the main archive format of this classic game? Here are all three global.cod from GC, PS2 and Xbox to work with: http://*USE_ANOTHER_FILEHOSTING*/ddcb8ce ... samples.7z
Thanks in advance!
aluigi
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Re: Call of Duty 2: Big Red One *.cod (KAPF identifier)

Post by aluigi »

AlphaTwentyThree
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Joined: Sat Aug 09, 2014 11:21 am

Re: Call of Duty 2: Big Red One *.cod (KAPF identifier)

Post by AlphaTwentyThree »

Thanks a lot, Luigi!
Could you also take a look at the wbk sound archives? http://*USE_ANOTHER_FILEHOSTING*/09475e8 ... samples.7z
aluigi
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Re: Call of Duty 2: Big Red One *.cod (KAPF identifier)

Post by aluigi »

My old script http://aluigi.org/bms/wavebk_wbk.bms seems to work correctly.
Can you double-check it?

P.S.: that multiup is crap, isn't more simple to just use a single web file hoster?
AlphaTwentyThree
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Joined: Sat Aug 09, 2014 11:21 am

Re: Call of Duty 2: Big Red One *.cod (KAPF identifier)

Post by AlphaTwentyThree »

Thanks for pointing that out, Luigi.
The problem is that the script only covers the Xbox version (code 0x69) and adds the same header to every platform. Which of course doesn't work as GC uses GC ADPCM and PS2 uses PS2 ADPCM. However, I've checked the files and I don't see any distinguisher between this and the other two platforms. :\ I'll try to add some heuristics.
Meanwhile, do you know a working GC ADPCM stereo header? I've never encountered one...
aluigi
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Re: Call of Duty 2: Big Red One *.cod (KAPF identifier)

Post by aluigi »

GC requires the coefficient table I guess.
If you need some code take a look at fsbext.c, from pcmwav_header to vag_header, the format for GC is genh_header.
Acewell
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Joined: Fri Aug 08, 2014 1:06 am

Re: Call of Duty 2: Big Red One *.cod (KAPF identifier)

Post by Acewell »

i'm using the bms script to extract from the xbox version of *.cod files and i believe the data offsets
are going off the track somewhere because i see some xbmesh files with dxt data and some dds
files with what looks like model data.

GameExtractor can open these cod files but it only list nameless dds
textures but it does get that data correct otherwise.

i have some *.cod samples from the Xbox version if you feel like taking a look :)
COD2BRO_Xbox_samples.zip


thanks for any help! :D
aluigi
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Re: Call of Duty 2: Big Red One *.cod (KAPF identifier)

Post by aluigi »

I have checked the COD_KAPF plugin of Game Extractor and it's wrong, you get few correct files just like you get some correct files with my cod2_kapf.bms script.
I tried also to use work-arounds (currently selectable in the script) but it's all wrong.
The problem is that the format reports a wrong relative offset, the script does just what's reported there and I have no other solutions.

P.S. if you get nameless dds files it means you are using a file ripping feature (like HyperRipper of DragonUnpacker) and NOT a file parsing plugin.
VitorHunter
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Joined: Mon Apr 30, 2018 9:00 am

Re: Call of Duty 2: Big Red One *.cod (KAPF identifier)

Post by VitorHunter »

Heya!
I hope i'm not being a bummer by reviving this topic but have anyone here done a bms for Call of Duty 3? I know both CoD 2 BRO and CoD 3 use the same engine but CoD 3 uses a different format to stock their sound files and etc, so is there any other way that i can open "new" types of formats such as .WBK (cod 3 format)?
Thank you and i hope i'm not being a bummer by reviving this topic!
AlphaTwentyThree
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Joined: Sat Aug 09, 2014 11:21 am

Re: Call of Duty 2: Big Red One *.cod (KAPF identifier)

Post by AlphaTwentyThree »

Well, I've been searching high and low for years now but to no avail. And I don't understand the format either, so...