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Author Topic: Magna Carta : Crimson Stigmata (PS2)  (Read 4889 times)
howfie
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Magna Carta : Crimson Stigmata (PS2)
« on: September 27, 2012, 09:17 »

Someone asked me about this game and sent me some samples. I looked at them and found LIN files, which were just an archive filled with zlib chunks. When uncompressed, they yielded what looked like an unreal package with an extra 0x108 byte header (and then comes the signature 0x9E2A83C1).

Here's a sample of lin file and uncompressed data:
http://www.mediafire.com/?ibq0qmreur92xhv

Any easy tips on getting these packages to be recognized by umodel?

Thanks!
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Gildor
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Re: Magna Carta : Crimson Stigmata (PS2)
« Reply #1 on: September 27, 2012, 09:21 »

There's no way to make packages "recognizable" by umodel. They're either working or not.
The file inside your archive is not exactly package. That's a package which is prepended with some extra data before it.
« Last Edit: September 27, 2012, 09:23 by gildor » Logged
howfie
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Re: Magna Carta : Crimson Stigmata (PS2)
« Reply #2 on: September 27, 2012, 14:43 »

I see I see... hmmm... thanks gildor Smiley. Does that much change inbetween games that use unreal engine? about how many lines of code do you have to write for each new game that you do? I can probably write an extractor for this game, but just wanted to check in with your thoughts to see if there was an easier way before I get down and dirty with it Smiley.
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Gildor
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Re: Magna Carta : Crimson Stigmata (PS2)
« Reply #3 on: September 27, 2012, 14:48 »

Changes of engine between games varies from time to time. Some games did not changed engine at all, some - rewrote almost everything.
To add support for some game I need to reverse engineer game executable. I can work with PC and XBox360 games, but not with PS2. So, this game will not be supported.
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howfie
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Re: Magna Carta : Crimson Stigmata (PS2)
« Reply #4 on: September 27, 2012, 15:12 »

To add support for some game I need to reverse engineer game executable.

That does not sound like fun lol. It's no problem gildor, wasn't asking for you to support it Smiley, just was asking for tips on how to proceed since you're the Unreal master around here he he he. I'll try extracting some stuff myself and if I have to worry about reversing a PS2 executable... yeah... I agree... fuck that lol Smiley.

Thanks for all the info!
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Gildor
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Re: Magna Carta : Crimson Stigmata (PS2)
« Reply #5 on: September 27, 2012, 15:15 »

Smiley
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Darko
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Re: Magna Carta : Crimson Stigmata (PS2)
« Reply #6 on: September 28, 2012, 22:05 »

Someone asked me about this game and sent me some samples. I looked at them and found LIN files, which were just an archive filled with zlib chunks. When uncompressed, they yielded what looked like an unreal package with an extra 0x108 byte header (and then comes the signature 0x9E2A83C1).

Here's a sample of lin file and uncompressed data:
http://www.mediafire.com/?ibq0qmreur92xhv

Any easy tips on getting these packages to be recognized by umodel?

Thanks!

Magna Carta for Ps2 is supported by fatduck's 3ds max importer script:

http://forum.xentax.com/viewtopic.php?f=33&t=7901

Edit, Fatduck's script works with the first version, not the seconde, sorry.
« Last Edit: September 28, 2012, 22:09 by Darko » Logged
howfie
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Re: Magna Carta : Crimson Stigmata (PS2)
« Reply #7 on: September 29, 2012, 12:29 »

no problem darko Smiley.
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