Sorry for getting back to .ff theme again, but I'm need an explanation about unpacking and possibly repacking
1) Firstly (and main). Some guys told .ff files have the RSA algorithm (I found signatures into .exe with ur signsrch tool. Thx with this). I'm note that some .ff files are changed every patch (header only), but files inside .ff don't have any changes.
.ff files (for MP only) are same to each other :
-header
-data,packed with .zlib
-footer
Data always starting on 0x4015 offset, and the footer always starting with "24 06 0F 0E 0A 1A 5C 09 07" (ASCII "$.....\..") symbols.
So my question. Is it possible to repack .ff ? I mean calculate the RSa or something else (calculate bytes values) and get working fast file after repacking ?
Some examples of fast files:
http://www.sendspace.com/file/tbev4fhttp://www.sendspace.com/file/3kadg1http://www.sendspace.com/file/zehxkxAnd there is a file (map files) which are contains the zlib data too, but I cant repack him or the same files. I dont know why =(
http://www.sendspace.com/file/ko3fd32) Some data, like user interface menus, after decompress, contains some unclear info. For example, there is ui_mp.ff for cod4:
http://www.sendspace.com/file/cpwfreIs it possible to convert this data to normal scripts like this:
Code:
menuDef
{
name "main_text"
fullScreen 1
rect 0 0 640 480
focusColor COLOR_FOCUSED
soundloop "music_mainmenu_mp"
onOpen
{
exec "selectStringTableEntryInDvar mp/didyouknow.csv 0 didyouknow";
//execondvarintvalue ui_close_main 1 "closemenu main_text";
// temp CAC (for dev only)
//exec "set customclass1 @CLASS_CLASS1";
//exec "set customclass2 @CLASS_CLASS2";
//exec "set customclass3 @CLASS_CLASS3";
//exec "set customclass4 @CLASS_CLASS4";
//exec "set customclass5 @CLASS_CLASS5";
}
onClose
{
}
onESC
{
It used zlib too