[X360] Dead Rising 2 DLC Unpacker « Thread Started on May 24, 2011, 3:42pm »
Hello, I recently contacted Aluigi (creator of Quickbms). He has so kindly provided us with a script which allows us to extract the compressed 360 DLC files. Here is the script:
Code:
# Dead Rising 2 Xbox360 DLC # script for QuickBMS [url]http://aluigi.org/papers.htm#quickbms[/url]
comtype xmemdecompress 0x8000 endian big get ZSIZE asize get SIZE long get CHUNK_SIZE long log MEMORY_FILE 0 0 savepos OFFSET append for OFFSET = OFFSET < ZSIZE get CHUNK_ZSIZE long math OFFSET += 4 clog MEMORY_FILE OFFSET CHUNK_ZSIZE CHUNK_SIZE math OFFSET += CHUNK_ZSIZE goto OFFSET next append get NAME fullname string NAME += ".unpacked" log NAME 0 SIZE MEMORY_FILE
full datafile.big from « Reply #1 on May 24, 2011, 8:48pm »
Thanks nightmare!
Full converted Case Zero Datafile from wizard, attached!
BMS FILE
Inside is DR2DLC.bms, the file he used with quickbms to convert these files to readable format.
TEXTURES
Wizard is able to extract the textures and big files in case zero npcs.big. He did a Header swap on a texture file. He thinks these textures use a different texture compression.
Chrrox said the textures are xbox sdk Swizzled It's basically a special format for textures on the xbox It is possible to de-swizzle them But we'd need special tools just for that
Hello, I recently contacted Aluigi (creator of Quickbms). He has so kindly provided us with a script which allows us to extract the compressed 360 DLC files. Here is the script:
Code:
# Dead Rising 2 Xbox360 DLC # script for QuickBMS [url]http://aluigi.org/papers.htm#quickbms[/url]
comtype xmemdecompress 0x8000 endian big get ZSIZE asize get SIZE long get CHUNK_SIZE long log MEMORY_FILE 0 0 savepos OFFSET append for OFFSET = OFFSET < ZSIZE get CHUNK_ZSIZE long math OFFSET += 4 clog MEMORY_FILE OFFSET CHUNK_ZSIZE CHUNK_SIZE math OFFSET += CHUNK_ZSIZE goto OFFSET next append get NAME fullname string NAME += ".unpacked" log NAME 0 SIZE MEMORY_FILE
Too: lets keep all this dropbox love out of every post that contains a download
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Re: [X360] Dead Rising 2 DLC Unpacker « Reply #2 on May 24, 2011, 9:08pm »
How I converted Datafile.BIG From Case Zero Xbox360
First take the Datafile.big and run it through Gibb's .BIG tool to extract/unpack it.
You will get a bunch of .CSV and .TXT files. If you look at them in Notepad you'll notice they are all messed up (They have a special compression)
Second Using the script above in QuickBMS, run the script through Quickbms, then select all of the extracted .CVS's and .TXT's, it'll make a new uncompressed version of them all with a .Unpacked extension.
Third Go through each file 1 by 1 and delete off the .Unpacked portion of the file.
And there you have it. Fully readable entire Datafile.big from Case Zero.
Okay. We may have made history because there is no known way until now to uncompress Xbox files.
that is awesome. nice job mad, wizard and night.
I am curious, maybe the reason why we were able to read these files was because they are basically PC files, created with the intention of using them for the PC?
Mad was able to uncompress these files without this coding and several of the text files were still readable.
The reason I ask is, anyone can download Dead Rising 1, but I suspect this will not work on those files and other games which were not made for the PC also.
Thoughts?
RE: But let me state: Let's keep any further development of this secret.
Re: [X360] Dead Rising 2 DLC Unpacker « Reply #5 on May 25, 2011, 9:59am »
I guess the main problem for many games would be using that on the basic runtime files. This is an exception, as the only difference between CZ and DR2 seems to be the npcs.big, missions.txt and so on; just minor files that probably aren't that much encrypted. I like the progress here, but I highly doubt that this can be simply applied to random Xbox games.