Hello there!
Can somebody provide me with a script for these games? Here's a sample rez file: https://mega.nz/#!GvoVRY7I!GgR249tt5DhQ ... 9lczpbUEGQ
Thanks for your help!
Pc Game Pinball Arcade file .rez
-
- Site Admin
- Posts: 12984
- Joined: Wed Jul 30, 2014 9:32 pm
Re: Pc Game Pinball Arcade file .rez
This format is a mess.
I just leave here a work-in-progress (DOES NOT WORK, DO NOT USE IT) in case I will return on it another day:
*edit* script updated
I just leave here a work-in-progress (DOES NOT WORK, DO NOT USE IT) in case I will return on it another day:
Code: Select all
#comtype ???
goto -0x800
get ZERO long
get DUMMY long
get SECTORS long
get DUMMY long
get DUMMY long
goto -0x1000
for i = 0 < SECTORS
get OFFSET long
get ZSIZE long
get SIZE long # sometimes it's wrong, read it from the first 32bit
get TYPE short
get DUMMY short
get FLAGS long
get ZERO long
// 0x0000 = Marker / No Data
// 0x0001 = CSV or ROM
// 0x0013 = Resource
// 0x0018 = Font metrics? [.bin]
// 0x0022 = Texture
// 0x0024 = DIM (model file)
// 0x0025 = WAV or ROM
// 0x002A = DIL (placement file)
// 0x002C = DIM (collision file)
// 0x002F = Samples (What is this??)
// 0x005F = Version
#if TYPE == 0x0013
if ZSIZE == SIZE
log "" OFFSET SIZE
else
# this is valid only for some compressed files, others don't have the SIZE field
savepos TMP
goto OFFSET
get SIZE long
math OFFSET + 4
math ZSIZE - 4
goto TMP
#clog "" OFFSET ZSIZE SIZE
log "compressed/" OFFSET ZSIZE
endif
#endif
next i
goto OFFSET
getdstring DUMMY 0x50
math OFFSET = 0
for i = 0
getdstring NAME 0x60
if NAME == "1.0" # wrong but works
break
endif
get SIZE long
get TSTAMP longlong
getdstring ZERO 12
get DUMMY long # 1/0
math OFFSET + SIZE
next i
print "%OFFSET|x%"
*edit* script updated
-
- Posts: 2
- Joined: Thu Jan 31, 2019 11:24 am
Re: Pc Game Pinball Arcade file .rez
aluigi wrote:This format is a mess.
I just leave here a work-in-progress (DOES NOT WORK, DO NOT USE IT) in case I will return on it another day:Code: Select all
goto -0x800
get ZERO long
get DUMMY long
get SECTORS long
get DUMMY long
get DUMMY long
goto -0x1000
for i = 0 < SECTORS
get OFFSET long
get ZSIZE long
get SIZE long
get DUMMY short
get DUMMY short
get FLAGS long
get ZERO long
next i
goto OFFSET
getdstring DUMMY 0x50
for i = 0
getdstring NAME 0x60
get SIZE long
get TSTAMP longlong
getdstring DUMMY 0x10
next i
// 0x0000 = Marker / No Data
// 0x0001 = CSV or ROM
// 0x0013 = Resource
// 0x0018 = Font metrics? [.bin]
// 0x0022 = Texture
// 0x0024 = DIM (model file)
// 0x0025 = WAV or ROM
// 0x002A = DIL (placement file)
// 0x002C = DIM (collision file)
// 0x002F = Samples (What is this??)
// 0x005F = Version
-
- Site Admin
- Posts: 12984
- Joined: Wed Jul 30, 2014 9:32 pm
Re: Pc Game Pinball Arcade file .rez
So we have the compression algorithm which is unknown and needs to be figured out.
Then we have the referenced files in the second part of the script that have a total size of 0x16c0d100 bytes that it's probably referred to all the decompressed sectors in the archive.
Too bad it's 19Gb on Steam... not worth at the moment.
Then we have the referenced files in the second part of the script that have a total size of 0x16c0d100 bytes that it's probably referred to all the decompressed sectors in the archive.
Too bad it's 19Gb on Steam... not worth at the moment.