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Mighty gunvolt burst call sprite
Mighty gunvolt burst call sprite













mighty gunvolt burst call sprite
  1. Mighty gunvolt burst call sprite code#
  2. Mighty gunvolt burst call sprite Ps4#
  3. Mighty gunvolt burst call sprite Pc#
  4. Mighty gunvolt burst call sprite zip#

Mighty gunvolt burst call sprite zip#

The version in the zip can now decode/encode larger files which are found in games other than COTM1/COTM2. I changed the name of the program to inti_encdec since it also works for other Inti Creates games. I stll don't know the actual header (after decompression), stage layout, etc., etc. Here are raw RGBA views of BMPFont.bfb and Win/map01.scb after deobfuscation and zlib decompression (imgur links because it seems only one attachment per post is permitted and I'll only make a 2nd post when/if I can do something interesting like editing the stage layout, or someone else posts which just happened): The first four bytes are a header which tells the required length for decompression buffer.

mighty gunvolt burst call sprite

The scroll, font and obj data have been zlib compressed before obfuscation, set data seems uncompresed. (this gives correct 64-bit keys with input "obj", "bft", "scroll" or "set") (removed, see viewtopic.php?p=176034#p176034)Įdit: oh yeah, if you rename map00.stb to map01.stb (look at the hash lists), you'll get a debug map (in both games) when you start the game! nothing that interesting or useful there, though.Įdit2: forgot the line for ARGV0 in the args enum.Įdit3: "bft" key is used for fonts, and the keys for all four data types are generated like this:Ĭode: Select all #define WTFSTRING "90210" The zip includes the encdec.c program and MD5 filename hash lists for COTM1 and COTM2. if you want to look at them, use the "set" key for map*.stb files and "scroll" key for map*.scb files. I want to write a program which can show the maps.ītw. Next up is going to be figuring out the actual map and background graphics formats. I'll need to play through it a few times with a logger patched one day. (I played through the game multiple times taking different routes, but the logger didn't catch anything which would match those two when MD5 hashed, unfortunately it's not really feasible to brute force the remaining ones, at least not with only a single albeit reasonably powerful GPU, the filenames could be up to 20-30 characters or even more, and may contain at least lowercase and capital letters, numbers, underscores and a single dot.)įor COTM1, I have recovered 261 of 296 filenames based on file listings from console versions.

mighty gunvolt burst call sprite

Mighty gunvolt burst call sprite Pc#

Using these methods, I have recovered original filenames for all but two of the files in the the DataHash directory on PC for COTM2.

Mighty gunvolt burst call sprite Ps4#

Note that for some filenames, you'll need to add a platform specific "Win/" directory prefix before hashing the filename (on Switch, these files would be in an actual "NX/" subdirectory inside the romfs, for some reason there is no equivalent subdirectory inside the PS4 version's package). hacking the binary to report them via OutputDebugStringA), or using file listings from console versions which don't have obfuscated filenames. It is possible to recover the original filenames by logging them as the game accesses them (by eg. The same keys seem to work for both COTM1 and COTM2 on all platforms.Īlso, in the PC versions of both games, the filenames have been obfuscated changing each file's name to the MD5 hash of the actual filename.

Mighty gunvolt burst call sprite code#

I have no idea where the game code reads or calculates the keys for the "encryption algorithm", but it seems there are four different possible keys used with the same decryption code, one per data type ("obj", "bft", "set" or "scroll"). It may also work for some other Inti Creates games, but I haven't tried. It's a very simple single file C program, should compile and work fine with gcc, clang, msvc, pretty much anything. Not all files encrypted, and I think some are compressed in addition to being encrypted. Here's a tool for decrypting/encrypting (if you can really call it encryption, it's not using AES or any other real encryption algorithm) datafiles from COTM1 and COTM2. Hello everyone, I managed to find out very little information about these games from the interwebs, so maybe someone will find this useful.















Mighty gunvolt burst call sprite