I've recently extracted contents from the 2003 game, Sphinx and the cursed mummy for PS2, I did this to extract models and I have 749 files extracted at the moment, I need information on what "language" this "code" is written in, is it encrypted?
[CODE]„¾Ë“ºâ…N8i–´œVÔ@ HM¾ÀGÄ:ÝmìAüqÏ¿_Æ=ó„¹õ«ˆ5s#¿I¹^<’Ώßí–†"@dŠé¼E³ß8[Í@UQ½À-9Þ!ð]•@-åD½ö-9EQ+ÃBð¢@ã®N½Ã.9ÆìƒÃM^ñ@^8“½¤lo9þ(ŠÃVó@CᎽ·²_9K
ÁÂ6F%@5}¼¼„C8z2sÄèeÃA€KQ¾øk:½ƒ>gª¼~J9ò/…ÄÎÈAþZH¾s±:f"D‚`ÁWÞ=ÍÌ’¹òS…BÏ¿:Ës;åFDénVÁ’–Ê=L'¹ñBË`"ÀrБ<°–.¸áS€=¨”„=1zK¾X>†e½F=;z×À¿x@„»Œ¿îÆ>夼¿<@9Âp@‘Í¿`‡>bª¼‰N:
C·ŽÙp?†vó½èŽ<¿¶Ê¹ˆ# 7š§’³…ì¾0M=䨝ºÌÄÕ7"H_´g
·*ÂYAïœÔ¾¯ò<NmƸÒ4IõbÄc5BzZ@¿ü‡;3%úDOß·ÂÞü³?hžê»v3ËC“Á‚4†>’ŧºÇñÄÅšËAÔÕ¶¾ ¬Ú:ìÙTB€dÀÆØ<S ì¸ýÌ›>—ñÓ»’¨{8°…ÈC‘êWÁœ>Uº\‚–ÂøÏ?6G¼ÿgZD¶&ÖÁþŒ>Y;tºM!
À-é,=ýûA¹Ío/Bç<X¿~±…;j >ÁºÞn>¾”º)DTÂ!y?NÑ‘»€ ¼g"?Ô7»ü‰Á~8¶>8`庼qDªØ‚Á¾£=ùyfÄ}¿rAᑽ/PDþÔSÁ<·W=_ÃÒ@À¼q³C»5°ÀÐ*<
¨‚‘}?ýn»®ä”CãΊÀ|y<(HÂT3?Y軘
r>ŒuQ¾Ÿ³¾*ù=uW½Ã+<ÂRº^›Ú@DŒÀ‰ë
†?¨ÿ½˜Tî;L/¹l&@Ùf¿ß§Ú=Ú(Ì»¡<9µÌ¶¬ÐA¿âé–=$ªÈ»ÙÜ„9³¯¶§Ü83¶Êé@¾ÿk¿ÌÜ4=N-‹ºwW7ÒÕ„³‡ÿF¿ûK<†Å¦¸¤ËC ùŸÁ§>(ÿçºßð”–•@+‡–¼+ƒ]BWÕ¿×¢L<¤ßšÃæøOAí`:¾¦Ò^:[/CODE]
It looks like binary. Use a hex editor. It is not code, it is data.
It's gibberish.
Unless you know what it's encoded in it's useless.
it's called zalgo
Thanks a crapload! I didn't expect this much feedback in such a timespan... I'll try and decode it...
(Thanks again)
--EDIT--
Now it's emptied out a bunch of numbers and letters...
[CODE]77 00 65 00 72 00 20 00 62 00 65 00 73 00 74 00 72 00 61 00
66 00 74 00 20 00 77 00 65 00 72 00
64 00 65 00 6E 00 2E 00 3C 00 45 00 3E 00 00 00 00 00 00 00 56 00
69 00 65 00 6C 00 65 00 6E 00 20 00 44 00 61 00 6E 00 6B 00 2C 00 20
00 64 00 61 00 73 00 73 00 20 00 64 00[/CODE]
Alright, now I know I'm a retard, if I wasn't I'd probably have figured out by now that PS2 model porting isn't vertexes and coordinates...
[I][B][U]I should probably just focus on coding until there's no more SNPCs to make[/U][/B][/I]
[QUOTE=angrypepper;39521416]Thanks a crapload! I didn't expect this much feedback in such a timespan... I'll try and decode it...
(Thanks again)
--EDIT--
Now it's emptied out a bunch of numbers and letters...
[CODE]77 00 65 00 72 00 20 00 62 00 65 00 73 00 74 00 72 00 61 00
66 00 74 00 20 00 77 00 65 00 72 00
64 00 65 00 6E 00 2E 00 3C 00 45 00 3E 00 00 00 00 00 00 00 56 00
69 00 65 00 6C 00 65 00 6E 00 20 00 44 00 61 00 6E 00 6B 00 2C 00 20
00 64 00 61 00 73 00 73 00 20 00 64 00[/CODE]
Alright, now I know I'm a retard, if I wasn't I'd probably have figured out by now that PS2 model porting isn't vertexes and coordinates...
[I][B][U]I should probably just focus on coding until there's no more SNPCs to make[/U][/B][/I][/QUOTE]
Make sure you use something like xvi32 when reading the data, it outputs it nicely as both hex and binary and whatever else. Means you can read strings within the file easily.
[QUOTE=angrypepper;39521416]Thanks a crapload! I didn't expect this much feedback in such a timespan... I'll try and decode it...
(Thanks again)
--EDIT--
Now it's emptied out a bunch of numbers and letters...
[CODE]77 00 65 00 72 00 20 00 62 00 65 00 73 00 74 00 72 00 61 00
66 00 74 00 20 00 77 00 65 00 72 00
64 00 65 00 6E 00 2E 00 3C 00 45 00 3E 00 00 00 00 00 00 00 56 00
69 00 65 00 6C 00 65 00 6E 00 20 00 44 00 61 00 6E 00 6B 00 2C 00 20
00 64 00 61 00 73 00 73 00 20 00 64 00[/CODE]
Alright, now I know I'm a retard, if I wasn't I'd probably have figured out by now that PS2 model porting isn't vertexes and coordinates...
[I][B][U]I should probably just focus on coding until there's no more SNPCs to make[/U][/B][/I][/QUOTE]
This part looks like an index list, it determines which vertices make up each triangle and is often stored as ushort to save memory.
If you PM me one of the files in question, I'll take a look at opening it up.
[QUOTE=Chris220;39528133]If you PM me one of the files in question, I'll take a look at opening it up.[/QUOTE]
Thanks for the help, I'll try and send one of the files now. :)
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