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 Post subject: Operation Flashpoint 2 .000, .001, .002
PostPosted: 06 Oct 2009 06:05 

Joined: 11 Sep 2009 23:56
Posts: 23
Hi,

Operation Flashpoint 2 by Codemasters is out, and the game uses the EGO Engine. The variation of the EGO engine used in Codemasters is the variation used in GRID x360.

Each .000 is 8 megabytes large exactly.

My goal is to obtain the music from the game.

Can anyone help me?

Here are the first 10 of the 375 files: http://www.megaupload.com/?d=S6011IRE

Thanks very much in advance!!


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 Post subject: Re: Operation Flashpoint 2 .000, .001, .002
PostPosted: 06 Oct 2009 10:36 

Joined: 13 Aug 2007 21:44
Posts: 4068
Location: http://aluigi.org
eh eh eh don't worry I follow xentax too so I already saw your post :)
if there will be updates I will post them on that thread


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 Post subject: Re: Operation Flashpoint 2 .000, .001, .002
PostPosted: 06 Oct 2009 10:45 

Joined: 13 Aug 2007 21:44
Posts: 4068
Location: http://aluigi.org
in the meantime I can say that it uses the LZSS algorithm but these files are only raw data so you should have an index file somewhere.
no index, no party


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 Post subject: Re: Operation Flashpoint 2 .000, .001, .002
PostPosted: 06 Oct 2009 15:53 

Joined: 11 Sep 2009 23:56
Posts: 23
Thanks! An index file? There's a .nfs file at the end. Looks like it might be an info file. I'll upload it for you once I get home.

Edit: Here it is: http://www.megaupload.com/?d=JDF8KWW2


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 Post subject: Re: Operation Flashpoint 2 .000, .001, .002
PostPosted: 06 Oct 2009 23:52 

Joined: 11 Sep 2009 23:56
Posts: 23
Damn, that doesn't look like the index file. If that's not it then I don't know where it could be. However, I used this tool: http://forum.xentax.com/download/file.rar?id=898

And it seems to work; it decompresses from 8 mb to 27. However, I don't even know if it decompressed correctly. No noticeable header strings. I see the text from the beginning of .000 though, if that helps.


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 Post subject: Re: Operation Flashpoint 2 .000, .001, .002
PostPosted: 07 Oct 2009 23:08 

Joined: 11 Sep 2009 23:56
Posts: 23
There's been progress on Xentax and you've posted a QuickBMS update on decompression. However I'm still rather confused as to what I need to do to get the audio files/decompress it. Sorry if I sound impatient, I'm really pumped for this music. ;)


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 Post subject: Re: Operation Flashpoint 2 .000, .001, .002
PostPosted: 08 Oct 2009 01:55 

Joined: 13 Aug 2007 21:44
Posts: 4068
Location: http://aluigi.org
I have wasted some time on the format but it's too boring because some references and fields are "strange" and so it's all chaotic... blah


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 Post subject: Re: Operation Flashpoint 2 .000, .001, .002
PostPosted: 08 Oct 2009 06:25 

Joined: 11 Sep 2009 23:56
Posts: 23
Darn, okay.


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 Post subject: Re: Operation Flashpoint 2 .000, .001, .002
PostPosted: 09 Oct 2009 17:59 

Joined: 13 Aug 2007 21:44
Posts: 4068
Location: http://aluigi.org
only to update this thread (in case someone else is reading/following it):
http://forum.xentax.com/viewtopic.php?p=32312#p32312


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 Post subject: Re: Operation Flashpoint 2 .000, .001, .002
PostPosted: 26 Oct 2009 02:11 

Joined: 26 Oct 2009 01:15
Posts: 3
Hi Alugi, Maddog from Xentax here :)
I would like to continue OF 2 discussion here if you don't mind.
I see here
"I have wasted some time on the format but it's too boring because some references and fields are "strange" and so it's all chaotic... blah"
As I mentioned at Xentax that there is a mission editor that extracts some game data but I was wrong it doesn't in fact. It uses it's own files that they provided during game installation. My bad here.
You updated your QuickBMS and the script that we were using at Xentax failed now with less than 174kb extracted data with following message
Code:
"Error: there is an error with the decompression, the returned output size is negative (-1)"

I know you deleted script because it wasn't working completely, but it happened to extract almost full game with 0.32 Qbms version and >2gb switch. Most files are usable but some are corrupted.
Now 0.3.4b fails after dozen offsets. 4 folders only and 43 files.
We can extract fine file list with offsets and file sizes.
File.txt
It count's around 31k files. Address range are from 00000000 to 048db8dc.
I experimented with extracting different string name here:
Code:
findloc NAMEOFF string "system" MEMORY_FILE

for example:
Code:
findloc NAMEOFF string "ambx" MEMORY_FILE

Interesting is that it extracts files in folder AMBX fine, but after that it start extracting files other then in that folder and name those folder names, like they are file names and hangs with same error mentioned above.
Every extraction with interchangeable string "foldernames" now fails at 174 kb and 43 files in 4 folders.

Best regards.


Last edited by Maddog on 26 Oct 2009 19:39, edited 2 times in total.

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 Post subject: Re: Operation Flashpoint 2 .000, .001, .002
PostPosted: 26 Oct 2009 02:18 

Joined: 26 Oct 2009 01:15
Posts: 3
pietastesgood wrote:
Each .000 is 8 megabytes large exactly.
Here are the first 10 of the 375 files


No
win_000 to win_520 is 8 mb and win_521 is 1 mb. so in total 521 files with win.nfs 522.
win.nfs is 2.75 mb.


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 Post subject: Re: Operation Flashpoint 2 .000, .001, .002
PostPosted: 26 Oct 2009 03:24 

Joined: 11 Sep 2009 23:56
Posts: 23
Well, you got the point. :P


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 Post subject: Re: Operation Flashpoint 2 .000, .001, .002
PostPosted: 26 Oct 2009 14:40 

Joined: 13 Aug 2007 21:44
Posts: 4068
Location: http://aluigi.org
this thread can be also closed because as written on Xentax mine was only an experiment and being the "merged" file bigger than 4gb (0xffffffff) it can't be handled by quickbms.

P.S.: the fact that the extraction fails soon with the newer versions of quickbms is correct because the files extracted previously were WRONG (now I no longer remember the names of some of these wrong files where the content was messed after some bytes).


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 Post subject: Re: Operation Flashpoint 2 .000, .001, .002
PostPosted: 26 Oct 2009 19:37 

Joined: 26 Oct 2009 01:15
Posts: 3
Thanks on your quick response, anyway game is already trashed by codemasters so it's not worth time or effort.


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