Keshire Posted May 13, 2015 Author Posted May 13, 2015 Nice progress Keshire. Ur doing awesome keep it going. hopefully we can inject edited pach file soon. hey keshire u have facebook id i need to pm u about something might help u.iam not sure though. I'm not really into the whole social media thing. Just shoot me a PM on these forums. Quote
kaijones Posted May 13, 2015 Posted May 13, 2015 (edited) Glad to hear progress on pach files. Does it open zli files too? Edited May 13, 2015 by kaijones Quote
Keshire Posted May 13, 2015 Author Posted May 13, 2015 (edited) Glad to hear progress on pach files. Does it open zli files too? I assume you mean the ZLIB compressed files. No. I'll work on decompressing the ZLIB files sometime this weekend maybe. You can still extract them as is with the first 4 bytes being the ZLIB header though. If it's raw zlib then a couple of programs are capable of decompressing it. Edited May 13, 2015 by Keshire 1 Quote
xWeasel Posted May 13, 2015 Posted May 13, 2015 awesome could you please make an import option? thanks Quote
Keshire Posted May 13, 2015 Author Posted May 13, 2015 (edited) awesome could you please make an import option? thanks I'm working my way up to it. You have to have a good foundation built first. Otherwise things get kinda hacky. Edit: if anyone finds files that crash the program let me know the file and the first 4 bytes please. Edited May 13, 2015 by Keshire Quote
xWeasel Posted May 13, 2015 Posted May 13, 2015 awesome could you please make an import option? thanks I'm working my way up to it. You have to have a good foundation built first. Otherwise things get kinda hacky. Edit: if anyone finds files that crash the program let me know the file and the first 4 bytes please. ok thanks Quote
kaijones Posted May 14, 2015 Posted May 14, 2015 (edited) Glad to hear progress on pach files. Does it open zli files too? I assume you mean the ZLIB compressed files. No. I'll work on decompressing the ZLIB files sometime this weekend maybe. You can still extract them as is with the first 4 bytes being the ZLIB header though. If it's raw zlib then a couple of programs are capable of decompressing it.thats where the problem is zlib compressed O00A texture files are not decompressing correctly only first 3 textures get decompress rest of'em remain in raw format. Edited May 14, 2015 by kaijones Quote
Keshire Posted May 14, 2015 Author Posted May 14, 2015 Glad to hear progress on pach files. Does it open zli files too? I assume you mean the ZLIB compressed files. No. I'll work on decompressing the ZLIB files sometime this weekend maybe. You can still extract them as is with the first 4 bytes being the ZLIB header though. If it's raw zlib then a couple of programs are capable of decompressing it. thats where the problem is zlib compressed O00A texture files are not decompressing correctly only first 3 textures get decompress rest of'em remain in raw format. I didn't have a chance to check last night, but what's the 2 bytes after the ZLIB header of the file you are having problems with? I'm assuming 0x78, and 0xDA or 0x9C? Quote
JDB Posted May 14, 2015 Posted May 14, 2015 Glad to hear progress on pach files. Does it open zli files too? I assume you mean the ZLIB compressed files. No. I'll work on decompressing the ZLIB files sometime this weekend maybe. You can still extract them as is with the first 4 bytes being the ZLIB header though. If it's raw zlib then a couple of programs are capable of decompressing it. thats where the problem is zlib compressed O00A texture files are not decompressing correctly only first 3 textures get decompress rest of'em remain in raw format. I didn't have a chance to check last night, but what's the 2 bytes after the ZLIB header of the file you are having problems with? I'm assuming 0x78, and 0xDA or 0x9C? I love seeing the progress you're making man. Very exciting! Quote
kaijones Posted May 14, 2015 Posted May 14, 2015 (edited) Its 0x78 and 0xDA Edited May 14, 2015 by kaijones Quote
kaijones Posted May 14, 2015 Posted May 14, 2015 (edited) During unzipping it points a number of hex offsets Edited May 14, 2015 by kaijones Quote
kaijones Posted May 14, 2015 Posted May 14, 2015 Glad to hear progress on pach files. Does it open zli files too?I assume you mean the ZLIB compressed files. No. I'll work on decompressing the ZLIB files sometime this weekend maybe. You can still extract them as is with the first 4 bytes being the ZLIB header though. If it's raw zlib then a couple of programs are capable of decompressing it.thats where the problem is zlib compressed O00A texture files are not decompressing correctly only first 3 textures get decompress rest of'em remain in raw format. I didn't have a chance to check last night, but what's the 2 bytes after the ZLIB header of the file you are having problems with? I'm assuming 0x78, and 0xDA or 0x9C? Its 0x78 and 0xDA During unzipping it points a number of hex offsets and says zlib z data error the data file is not in zip format or uses different windowbits values (-z). Try use -z -15 after keeping -z -15 as option , the program returns access denied. Quote
Keshire Posted May 14, 2015 Author Posted May 14, 2015 (edited) During unzipping it points a number of hex offsets and says zlib z data error the data file is not in zip format or uses different windowbits values (-z). Try use -z -15 after keeping -z -15 as option , the program returns access denied Is that from a zlib extracted from pactool, xpacker, or manually extracted via hex editor? Which pac file is this? The 0X78DA is the correct header for the default zlib(deflate) compression. So I'm thinking there might be an issue with the actual extracted file itself. But I need more information. I'm also browsing the forums from work so there's that too. Edited May 14, 2015 by Keshire Quote
kaijones Posted May 14, 2015 Posted May 14, 2015 (edited) During unzipping it points a number of hex offsets and says zlib z data error the data file is not in zip format or uses different windowbits values (-z). Try use -z -15 after keeping -z -15 as option , the program returns access denied Is that from a zlib extracted from pactool, xpacker, or manually extracted via hex editor? Which pac file is this?its extracted from your pac tool and i tried to unpack it through offzip. Its ch343 downloaded through smacktalks Edited May 14, 2015 by kaijones Quote
Keshire Posted May 14, 2015 Author Posted May 14, 2015 During unzipping it points a number of hex offsets and says zlib z data error the data file is not in zip format or uses different windowbits values (-z). Try use -z -15 after keeping -z -15 as option , the program returns access denied Is that from a zlib extracted from pactool, xpacker, or manually extracted via hex editor? Which pac file is this? its extracted from your pac tool and i tried to unpack it through offzip. Its ch343 downloaded through smacktalks OK, I'll take a look at it later. I think I know what the problem is (had some goofy hierarchy bugs) and it should be fixed when I upload a new version tonight. You should be able to get around it by extracting the base PACH file and manually removing the zlib portion via hex editor if you don't want to wait. Quote
kaijones Posted May 14, 2015 Posted May 14, 2015 During unzipping it points a number of hex offsets and says zlib z data error the data file is not in zip format or uses different windowbits values (-z). Try use -z -15 after keeping -z -15 as option , the program returns access deniedIs that from a zlib extracted from pactool, xpacker, or manually extracted via hex editor? Which pac file is this?its extracted from your pac tool and i tried to unpack it through offzip. Its ch343 downloaded through smacktalks OK, I'll take a look at it later. I think I know what the problem is (had some goofy hierarchy bugs) and it should be fixed when I upload a new version tonight. You should be able to get around it by extracting the base PACH file and manually removing the zlib portion via hex editor if you don't want to wait. tekken told us to remove 16bytes to correctly view the texture pac file but even i did just that the same 3 textures dislayed correctly rest were raw. Will wait for ur update and if the problem pesists i will inform u. Quote
Keshire Posted May 15, 2015 Author Posted May 15, 2015 (edited) During unzipping it points a number of hex offsets and says zlib z data error the data file is not in zip format or uses different windowbits values (-z). Try use -z -15 after keeping -z -15 as option , the program returns access denied Is that from a zlib extracted from pactool, xpacker, or manually extracted via hex editor? Which pac file is this? its extracted from your pac tool and i tried to unpack it through offzip. Its ch343 downloaded through smacktalks OK, I'll take a look at it later. I think I know what the problem is (had some goofy hierarchy bugs) and it should be fixed when I upload a new version tonight. You should be able to get around it by extracting the base PACH file and manually removing the zlib portion via hex editor if you don't want to wait. tekken told us to remove 16bytes to correctly view the texture pac file but even i did just that the same 3 textures dislayed correctly rest were raw. Will wait for ur update and if the problem pesists i will inform u. See first post for download ChangeLog 0.0.3 Fixed broken PACH recursion ZLIB files are now decompressed when extracted I'm apparantly going to need to open those zlib files into the tree view since I've noticed some of them are actually PACH containers.... After that I'm down to model (JBOY) and texture archives. And I don't know what animations look like yet. I'm still under 1 gig of memory used on the largest pac at least. And I could easily lower that by dumping streams and arrays that aren't needed while running. Edited May 15, 2015 by Keshire Quote
kaijones Posted May 15, 2015 Posted May 15, 2015 (edited) During unzipping it points a number of hex offsets and says zlib z data error the data file is not in zip format or uses different windowbits values (-z). Try use -z -15 after keeping -z -15 as option , the program returns access deniedIs that from a zlib extracted from pactool, xpacker, or manually extracted via hex editor? Which pac file is this?its extracted from your pac tool and i tried to unpack it through offzip. Its ch343 downloaded through smacktalks OK, I'll take a look at it later. I think I know what the problem is (had some goofy hierarchy bugs) and it should be fixed when I upload a new version tonight. You should be able to get around it by extracting the base PACH file and manually removing the zlib portion via hex editor if you don't want to wait.tekken told us to remove 16bytes to correctly view the texture pac file but even i did just that the same 3 textures dislayed correctly rest were raw. Will wait for ur update and if the problem pesists i will inform u. See first post for downloadChangeLog 0.0.3Fixed broken PACH recursionZLIB files are now decompressed when extracted I'm apparantly going to need to open those zlib files into the tree view since I've noticed some of them are actually PACH containers.... After that I'm down to model (JBOY) and texture archives. And I don't know what animations look like yet. I'm still under 1 gig of memory used on the largest pac at least. And I could easily lower that by dumping streams and arrays that aren't needed while running. i've been trying to write scripts for import of jboy(yobj) files in 3dsmax 2011 but repeatedly failed to load the model, guess need to know more about model file types. As the animations files go i believe they are still in .ymks packages. Edited May 15, 2015 by kaijones Quote
kaijones Posted May 15, 2015 Posted May 15, 2015 (edited) During unzipping it points a number of hex offsets and says zlib z data error the data file is not in zip format or uses different windowbits values (-z). Try use -z -15 after keeping -z -15 as option , the program returns access deniedIs that from a zlib extracted from pactool, xpacker, or manually extracted via hex editor? Which pac file is this?its extracted from your pac tool and i tried to unpack it through offzip. Its ch343 downloaded through smacktalks OK, I'll take a look at it later. I think I know what the problem is (had some goofy hierarchy bugs) and it should be fixed when I upload a new version tonight. You should be able to get around it by extracting the base PACH file and manually removing the zlib portion via hex editor if you don't want to wait.tekken told us to remove 16bytes to correctly view the texture pac file but even i did just that the same 3 textures dislayed correctly rest were raw. Will wait for ur update and if the problem pesists i will inform u. See first post for downloadChangeLog 0.0.3Fixed broken PACH recursionZLIB files are now decompressed when extracted I'm apparantly going to need to open those zlib files into the tree view since I've noticed some of them are actually PACH containers.... After that I'm down to model (JBOY) and texture archives. And I don't know what animations look like yet. I'm still under 1 gig of memory used on the largest pac at least. And I could easily lower that by dumping streams and arrays that aren't needed while running. yes just exported the file i told u about through ur pac tool , it decompressed the file but as i told u earlier ,only three of the textures are decompress rest are still in non readable format. Hope u can find a fix for it. Edited May 15, 2015 by kaijones Quote
Keshire Posted May 15, 2015 Author Posted May 15, 2015 yes just exported the file i told u about through ur pac tool , it decompressed the file but as i told u earlier ,only three of the textures are decompress rest are still in non readable format. Hope u can find a fix for it. Does this happen with the retail ch343? And which file inside the pac? Quote
kaijones Posted May 15, 2015 Posted May 15, 2015 yes just exported the file i told u about through ur pac tool , it decompressed the file but as i told u earlier ,only three of the textures are decompress rest are still in non readable format. Hope u can find a fix for it. Does this happen with the retail ch343? And which file inside the pac? the texture package that contains the attire, hair and eye textures. Its named 10 or 12 mostly. Quote
kaijones Posted May 15, 2015 Posted May 15, 2015 If u want i can send u the files . I am working with Cm punk and brock's pac and both of'em have the same problem. Quote
Keshire Posted May 15, 2015 Author Posted May 15, 2015 If u want i can send u the files . I am working with Cm punk and brock's pac and both of'em have the same problem. That's not necessary. It's just a matter of tracking down what you are seeing. When someone is messing around with the internals of a file, telling them there's a problem isn't really helpful. I need to know when, where, and why. It's like taking your car to a mechanic and telling him it's making an "urk, urk, screech" sound. Quote
Keshire Posted May 16, 2015 Author Posted May 16, 2015 (edited) kaijones, ya I'm not seeing the problem. The header is fine, and all the listed dds files exist. I pulled a couple out and they opened fine in paint.net for both DXT1 and DXT5. Let me know if you see anything different. ch343.pac\EMD\00034302\10 ch343.pac\EMD\00034302\12 Edit: also, struct filelist { char alignedstring[16]; char extension[4]; dword size; dword offset; dword unknown; } filelist ; struct header { dword nfiles; dword unknown; //probably byte alignment dword unknown; dword stringlength; filelist list[nfiles]; }; Edited May 16, 2015 by Keshire Quote
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