DAT (Ever17)

From Game Research Wiki
Revision as of 06:13, 15 July 2014 by Orin (talk | contribs)
Jump to navigation Jump to search


Seen/used in the follow game(s):

  • Ever17

Structure

Header
Size Content Description
4Bytes Magic/ID
4Bytes File Count
8Bytes 0x00 Filler
Index
Size Content Description
4Bytes Offset Starts from zero.
4Bytes File Size Stored value is actual size doubled
24Bytes File name

Notes for 'wallpaper.dat'
The files inside this archive appear to have been processed before put inside the archive. Every *.JPG file has a 256 byte chunk of data from offset 4352 to 4608 (base 10) that differs from the same file that is saved from the in-game wallpaper menu (special features). This effectively breaks/corrupts the picture. To fix this , you have to subtract each byte in the obstructed area by a specific number, which is not static for each byte and is different for each picture. This array of difference numbers is calculate by first adding the filename's characters together (think base 16/hexadecimal), and truncate the number to just 8-bits/1 Byte. This is the first difference number of the 256 needed to be generated. The rest are generated using a series of calculations using the previously generated number.

'a' starts off as the value of the previous number.

Order Expression
1 d = a + (a*2)
2 d = d + (d*8)
3 a = a+(d*4)+1243

Yay for dissemblers and debuggers? :P

Current task-> Rewrite archive tool for packing and unpacking. Fix flaws in wallpaper fix tool. Also think about renamming wallpaper fix tool if other files extracted show same thing, such as scripts.