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Old 10-05-2009, 08:56 PM   #11
weylin
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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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Old 11-05-2009, 02:30 AM   #12
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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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Old 11-05-2009, 09:33 AM   #13
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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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Old 12-05-2009, 08:29 AM   #14
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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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Old 15-05-2009, 03:27 PM   #15
weylin
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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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Old 15-05-2009, 03:51 PM   #16
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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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Old 17-05-2009, 08:01 PM   #17
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Here's what I've got so far. Take note it's mostly deduction and guesswork.
Quote:
Lion ACT format notes:
Every file starts with four bytes - an ASCII string "UNC2"
Next are two bytes (word) ordered in last-to first sequence. As far as I can tell, this is the number of separate data segments (sprites) in the file.

Next follow eight bytes (double word) ordered in last-to-first sequence again. This defines an absolute offset in the file at which a list of length of data segments present in the file is stored. Length of each segment is stored on four bytes (a word) per every data segment in the file, written in last-to-first sequence and defining the absolute offset in the file at which the corresponding data segment begins.

Note: First data segment ALWAYS starts at absolute offset 0Eh.

Data segment structure: First sixteen bytes of each data segment form some kind of a header, and consist of eight entries, each with the length of two bytes (word) and written in last-to-first sequence.

+0h = UNKNOWN
NOTE = is always identical for data entries from the same ACT file.
+2h = UNKNOWN
NOTE = is always identical for data entries from the same ACT file.

+4h = UNKNOWN


+6h = Signifies length from the offset declared at +8h to the end of part A of the data segment
+8h = Signifies an offset in the part A of the data segment

+Ah = UNKNOWN

+Ch = Length of part A of the data segment, starting at +10h from the beginning of the record. The data segment always ends with a byte of zero value.
+Eh = Length of part B of the data segment, starting immediately after part B and invariably consisting of a single byte value repeated over until the end. Probably padding.

+10h = UNKNOWN
NOTE = is always identical for data entries from the same ACT file.

+11h and onwards = data.
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Old 18-05-2009, 08:41 PM   #18
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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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Old 19-05-2009, 05:05 AM   #19
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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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Old 19-05-2009, 10:39 AM   #20
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Quote:
I wonder, would the color pallet be within the file? Or is it in the program?
Not within the file. Either another file or in the main executable.
Quote:
Does it use absolute 256 color, or a local pallet?
Most likely local.

[quote=weylin;365351]Looking at the data in the hunter.act... i imagine thats the human sprite that shoots you and stuff

Quote:
It seems awfully small and repetitive to be a graphic...
That appears to be te case with some of the smallest ACT files, yes.

Quote:
Does the hex editor only show part of the entire file?
Only part at a time, yes. Scroll u and down to move around.
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