Wolfenstein II The New Colossus (.resources .texdb)
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Wolfenstein II The New Colossus (.resources .texdb)
Hi, here some samples from game
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Re: Wolfenstein II The New Colossus (.resources .texdb)
Can you provide bigger samples?
At least 10Mb and only the first cut (the one with "_0_")
At least 10Mb and only the first cut (the one with "_0_")
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Re: Wolfenstein II The New Colossus (.resources .texdb)
http://aluigi.org/bms/wolfenstein2.bms
"resources" without filenames because I have not found the way how they are assigned
"texdb" very slow sorting of the big array necessary to extract the files and unknown content, all the files seem to start with 0xcc and their content is probably obsucated or I don't know.
"resources" without filenames because I have not found the way how they are assigned
"texdb" very slow sorting of the big array necessary to extract the files and unknown content, all the files seem to start with 0xcc and their content is probably obsucated or I don't know.
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Re: Wolfenstein II The New Colossus (.resources .texdb)
Script 0.2, supporting PACK that are exactly like resources (IDCL) and with possible support for filenames
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Re: Wolfenstein II The New Colossus (.resources .texdb)
aluigi wrote:Script 0.2, supporting PACK that are exactly like resources (IDCL) and with possible support for filenames
filenames okay, but there is problem with compress as you see.
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Re: Wolfenstein II The New Colossus (.resources .texdb)
Can you upload the first 50 megabytes of the file?
20 are enough but it's better to be sure
20 are enough but it's better to be sure
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Re: Wolfenstein II The New Colossus (.resources .texdb)
oodle compression
script 0.2.1
script 0.2.1
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Re: Wolfenstein II The New Colossus (.resources .texdb)
aluigi wrote:oodle compression
script 0.2.1
Well after extract 550 mb
And i think the filenames not correct
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Re: Wolfenstein II The New Colossus (.resources .texdb)
Regarding the compression problem I can't know what algorithm is assigned to FLAG 4 because I don't have the sample but you can create one for me with this script:
log "sample.dat" 0x1624e000 0xc0f612
Upload sample.dat and I will check it.
Instead the filenames are a real problem and currently I have no solution for them.
Suggestions are welcome.
log "sample.dat" 0x1624e000 0xc0f612
Upload sample.dat and I will check it.
Instead the filenames are a real problem and currently I have no solution for them.
Suggestions are welcome.
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Re: Wolfenstein II The New Colossus (.resources .texdb)
aluigi wrote:Regarding the compression problem I can't know what algorithm is assigned to FLAG 4 because I don't have the sample but you can create one for me with this script:
log "sample.dat" 0x1624e000 0xc0f612
Upload sample.dat and I will check it.
Instead the filenames are a real problem and currently I have no solution for them.
Suggestions are welcome.
Aight, so here's the names, but do me a favor and figure out the rest of the compression formats, way too lazy to do it myself:
Jump to (DUMMY7_OFF) and skip over 4 * DUMMY_NUM (The second, after FILES long)
Then, read:
struct DebugInfo
{
uint64_t TypeIndex;
uint64_t NameIndex;
};
* FILES count, one per entry.
Jeez these scripts are annoying af to read. Hit me up when you have the rest of the compression types.
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Re: Wolfenstein II The New Colossus (.resources .texdb)
Well done, it works.
I will figure out the compression once I will receive the sample.
I will figure out the compression once I will receive the sample.
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Re: Wolfenstein II The New Colossus (.resources .texdb)
Uhmmm apparently the TYPE/NAME index is not so clear.
The last files have TYPE "generated/swf/enigmamachine.bswf" and NAME "file" while some image files have a TYPE with tga or png extension.
Maybe do we have to swap TypeIndex and NameIndex?
The last files have TYPE "generated/swf/enigmamachine.bswf" and NAME "file" while some image files have a TYPE with tga or png extension.
Maybe do we have to swap TypeIndex and NameIndex?
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Re: Wolfenstein II The New Colossus (.resources .texdb)
There is something wrong for sure. This is the point in which things get screwed, check "renderParm", the filename has been built with "TYPE/NAME":
Code: Select all
...
010fe480 14 useglobalindexing/renderParm
010ff000 132366 env/default_hdr_prefiltered.bimage/image
0111b680 46 renderParm/maps/refmaps/rendering/probe_default/lightprobe
s/probe_default_row.bimage
0111b6c0 17 renderParm/userenvmap
...
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Re: Wolfenstein II The New Colossus (.resources .texdb)
In detail:
till index 1 everything is ok
index 2 is ok but now there is a new TypeIndex
index 3 is switched
index 4 is siwtched and so on
The problem is quite clear with a hex editor at around offset 0xd0d700
Code: Select all
. 0000000000d0d708 get TypeIndex 0x0000000000000000 8
. 0000000000d0d710 get NameIndex 0x00000000000005af 8
. 00000000 getarr STR1 "renderParm" 0:0
. 00000000 getarr STR2 "useglobalindexing" 0:1455
. 00000000 putarr NAME "renderParm/useglobalindexing" 1:1453
.
. 00000000000005ae
. 0000000000d0d718 get TypeIndex 0x0000000000000049 8
. 0000000000d0d720 get NameIndex 0x00000000000005b0 8
. 00000000 getarr STR1 "image" 0:73
. 00000000 getarr STR2 "env/default_hdr_prefiltered.bimage" 0:1456
. 00000000 putarr NAME "image/env/default_hdr_prefiltered.bimage" 1:1454
.
. 00000000000005af
. 0000000000d0d728 get TypeIndex 0x00000000000005b1 8
. 0000000000d0d730 get NameIndex 0x0000000000000000 8
. 00000000 getarr STR1 "maps/refmaps/rendering/probe_default/lightprobes/probe_default_row.bimage" 0:1457
. 00000000 getarr STR2 "renderParm" 0:0
. 00000000 putarr NAME "maps/refmaps/rendering/probe_default/lightprobes/probe_default_row.bimage/renderParm" 1:1455
.
. 00000000000005b0
. 0000000000d0d738 get TypeIndex 0x00000000000005b2 8
. 0000000000d0d740 get NameIndex 0x0000000000000000 8
. 00000000 getarr STR1 "userenvmap" 0:1458
. 00000000 getarr STR2 "renderParm" 0:0
. 00000000 putarr NAME "userenvmap/renderParm" 1:1456
till index 1 everything is ok
index 2 is ok but now there is a new TypeIndex
index 3 is switched
index 4 is siwtched and so on
The problem is quite clear with a hex editor at around offset 0xd0d700
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Re: Wolfenstein II The New Colossus (.resources .texdb)
aluigi wrote:In detail:Code: Select all
. 0000000000d0d708 get TypeIndex 0x0000000000000000 8
. 0000000000d0d710 get NameIndex 0x00000000000005af 8
. 00000000 getarr STR1 "renderParm" 0:0
. 00000000 getarr STR2 "useglobalindexing" 0:1455
. 00000000 putarr NAME "renderParm/useglobalindexing" 1:1453
.
. 00000000000005ae
. 0000000000d0d718 get TypeIndex 0x0000000000000049 8
. 0000000000d0d720 get NameIndex 0x00000000000005b0 8
. 00000000 getarr STR1 "image" 0:73
. 00000000 getarr STR2 "env/default_hdr_prefiltered.bimage" 0:1456
. 00000000 putarr NAME "image/env/default_hdr_prefiltered.bimage" 1:1454
.
. 00000000000005af
. 0000000000d0d728 get TypeIndex 0x00000000000005b1 8
. 0000000000d0d730 get NameIndex 0x0000000000000000 8
. 00000000 getarr STR1 "maps/refmaps/rendering/probe_default/lightprobes/probe_default_row.bimage" 0:1457
. 00000000 getarr STR2 "renderParm" 0:0
. 00000000 putarr NAME "maps/refmaps/rendering/probe_default/lightprobes/probe_default_row.bimage/renderParm" 1:1455
.
. 00000000000005b0
. 0000000000d0d738 get TypeIndex 0x00000000000005b2 8
. 0000000000d0d740 get NameIndex 0x0000000000000000 8
. 00000000 getarr STR1 "userenvmap" 0:1458
. 00000000 getarr STR2 "renderParm" 0:0
. 00000000 putarr NAME "userenvmap/renderParm" 1:1456
till index 1 everything is ok
index 2 is ok but now there is a new TypeIndex
index 3 is switched
index 4 is siwtched and so on
The problem is quite clear with a hex editor at around offset 0xd0d700
What file are you looking at
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Re: Wolfenstein II The New Colossus (.resources .texdb)
aluigi wrote:Regarding the compression problem I can't know what algorithm is assigned to FLAG 4 because I don't have the sample but you can create one for me with this script:
log "sample.dat" 0x1624e000 0xc0f612
Upload sample.dat and I will check it.
Instead the filenames are a real problem and currently I have no solution for them.
Suggestions are welcome.
here sample as you want
https://mega.nz/#!7BshGbLZ!BMJizoLqDt4R ... TpQSthJxnw
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Re: Wolfenstein II The New Colossus (.resources .texdb)
@toxic72
The last gameresources.resources_0_697647708 sample provided by Sajjad_Rahim some posts above
The last gameresources.resources_0_697647708 sample provided by Sajjad_Rahim some posts above
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Re: Wolfenstein II The New Colossus (.resources .texdb)
Interesting, chunk_1 works perfectly, there must be something in those initial integers.. Also, texdb entries are oodle, only issue is getting expected unpack size.