10-05-2009, 08:56 PM | #11 | ||
Join Date: May 2009
Location: Bullhead City, United States
Posts: 38
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Personally I don't know much about reverse engineering, but if you are able to and have the time, I would appreciate it very much!
Oh, I was able to extract the sounds without a problem from the .raw by using Audacity's import raw data feature. I imported it as 16bit and decreased the sound track speed by 50% Importing it as 8 bit caused a problem with the track being drowned out by loud static for some reason. While listening to the SOUNDFX file, I laughed when I heard the sounds they did for the poachers/masai lol, Sounded like one of the programmers half heartedly recorded a few "Hyah! Grr! Ay!" sounds and stuck em in the game |
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11-05-2009, 02:30 AM | #12 | ||
Join Date: Sep 2004
Location: Valleyfield, Canada
Posts: 4,892
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I have wondered for a long time either I should move this thread or not. After reading the last replies, I decided to move the thread to Technical. You ought to find more people qualified to help you over there than in Troubleshooting.
Moving. |
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11-05-2009, 09:33 AM | #13 | ||
Join Date: Oct 2004
Location: Opole, Poland
Posts: 14,276
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Here are the pictures ripped from GXL files: http://www.mediafire.com/?j04ajdtryot
As for the ACT's, I'll see if I could figure out their structure. I love logic puzzles. |
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12-05-2009, 08:29 AM | #14 | ||
Join Date: May 2009
Location: Bullhead City, United States
Posts: 38
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This is wonderful, thank you
I wish I knew how to do this stuff myself, I hate putting it on other people :P |
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15-05-2009, 03:27 PM | #15 | ||
Join Date: May 2009
Location: Bullhead City, United States
Posts: 38
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Anything I could do to help with this?
What program(s) are you using to extract and decode it? I don't know much about file structure personally though. Would it be possible to extract the data from memory after it's been read and decoded by the program? Like, off of RAM |
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15-05-2009, 03:51 PM | #16 | ||
Join Date: Oct 2004
Location: Opole, Poland
Posts: 14,276
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1. No, unless you can create a clone of me. Real Life is occupying a lot of my time lately.
2. I'm using Hex Workshop to view the file as hexadecimal data. If I get any sense of it, I'll see if it's possible to convert to a more normal format. Some sort of automated (or semi-automated) converter may follow. 3. Not really. Closest thing to it would be to play around with screen captures (or DOSBox' video recording function) and try to catch each successive frame of animation. |
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17-05-2009, 08:01 PM | #17 | ||
Join Date: Oct 2004
Location: Opole, Poland
Posts: 14,276
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Here's what I've got so far. Take note it's mostly deduction and guesswork.
Quote:
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18-05-2009, 08:41 PM | #18 | ||
Join Date: May 2009
Location: Bullhead City, United States
Posts: 38
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I'll see about getting hex workshop and see if I can get anything useful out of it.
I wonder, would the color pallet be within the file? Or is it in the program? Does it use absolute 256 color, or a local pallet? There was an old game I played that used .bmp's but they had no pallet, they would only work if opened by the program they were made for. |
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19-05-2009, 05:05 AM | #19 | ||
Join Date: May 2009
Location: Bullhead City, United States
Posts: 38
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Looking at the data in the hunter.act... i imagine thats the human sprite that shoots you and stuff
It seems awfully small and repetitive to be a graphic... Does the hex editor only show part of the entire file? |
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19-05-2009, 10:39 AM | #20 | ||||
Join Date: Oct 2004
Location: Opole, Poland
Posts: 14,276
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Quote:
Quote:
[quote=weylin;365351]Looking at the data in the hunter.act... i imagine thats the human sprite that shoots you and stuff Quote:
Quote:
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