Wangan Midnight PS3 (GARC archive)

Extraction and unpacking of game archives and compression, encryption, obfuscation, decoding of unknown files
nfm
Posts: 3
Joined: Sun Apr 05, 2015 6:37 am

Wangan Midnight PS3 (GARC archive)

Post by nfm »

Hello,

To my knowledge this was the last Tokyo Xtreme Racer game released for consoles in 2007 but this particular version was more oriented toward the story behind manga.
Nevertheless it features the full glorious Shuto Expressway that many earlier games came with.

Image.

WMN.DAT 871MB
WMN.TOC 223.82 KB https://www.dropbox.com/s/jws4t4ginxxc39y/WMN.TOC?dl=0

There's some reference to zlib. Earlier games used .eUCLy header compression like Import TUner Challenge from 2006 for example. This seems different.

Thanks.

Edit: I wrote an initial release of tokyo xtreme game archive unpacker that currently supports Wangan Midnight PS3, see https://github.com/fatalhalt/TXRExtractor (win32 console executable)
Last edited by nfm on Sat Apr 18, 2015 4:01 am, edited 2 times in total.
chrrox
Posts: 388
Joined: Thu Aug 07, 2014 10:28 pm

Re: Wangan Midnight PS3 (GARC archive)

Post by chrrox »

try offzip.
offzip.exe -a c:\file.arc c:\export-folder 0
nfm
Posts: 3
Joined: Sun Apr 05, 2015 6:37 am

Re: Wangan Midnight PS3 (GARC archive)

Post by nfm »

chrrox wrote:try offzip.
offzip.exe -a c:\file.arc c:\export-folder 0

:) , that worked. Now need to make sense of +10,000 files of 256KB size...
aluigi
Site Admin
Posts: 12984
Joined: Wed Jul 30, 2014 9:32 pm

Re: Wangan Midnight PS3 (GARC archive)

Post by aluigi »

http://aluigi.org/papers/bms/others/wangan_midnight.bms

A little note about offzip, from version 0.3.6 you can use the option -c 0x40000 to "guess" the chunked files and dumping them as an unique file.
nfm
Posts: 3
Joined: Sun Apr 05, 2015 6:37 am

Re: Wangan Midnight PS3 (GARC archive)

Post by nfm »

This is great. Yes I found out about experimental "-c" option from help printout and have been using it. I have been staring at hex edtitor for 2 weeks now and figured out and learned a lot. I was convinced that alignment was 8192 and not 2048 and that's what threw me off for finding offsets to files in big .DAT file. I spend some time reading your bms script and could easily follow it after putting in those 2 weeks of investigation of archives for this game, prior to this I haven't done anything like this, I learned quite a few things about zlib too and its common signatures and how they look in hex.

The archive structure for this game might give us some insights into Import Tuner Challenge from 2006 that came 1 year before Wangan Midnight, too bad they used some sort of encryption there. Now will be the time to get the models and associated date into 3ds Max. On to the next... :mrgreen: