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xbox 360 file compression/encryption/convertion


fargoassa
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Hi,

After reading about how ppl ask for access to xad, xtd and other GTA 360 fileformats, i checked a few other multiplatform games which also use renaming of the fyletypes, but with every file still having same function on every platform and with dirstructures that are mostly the same.

Also small 360 files are bigger then their pc counterparts, and big files are smaller.

 

To me this looks like the files for 360 ports are converted with compression/encryption in a similar way. So i was wondering if there isnt a deconvert option for example in XDK, or some other deconvert tool that is usable for all xbox360 games instead of 1 tool for xtd, one for xad and so on.

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ok, so after reading some more about it, i find that

pc files are written in little endian, and 360 files in big endian and the files are indeed the same on both systems.

 

is a 360 endian converter possible?

 

i tried some converters, but they didnt result in usable files.

is this because different filetypes need to be converted differently?

if so, would a tool be possible that inputs a 360 file, its pc counterpart, compares them and use that as templet for conversion of the same filetypes?

 

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ok, so i read in gtamodding wiki

 

The XPL and WPL formats are same, but due to the fact XPL files are used on the Xenon platform its data is stored in the big-endian order.

 

i kinda assumed this would thus be the case for all filetypes (from multiplatform engines), so i understand this asssumption is incorrect?

 

also.. ppl have been editing all gta related 360 files but non of their tools are shared.. why is this.. can they still be shared, or did i just not find them?

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why is lzx compression hard btw.. its no encryption right, so shouldnt it be just extractable in the same way any time?

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so xpl is the only file not subject to this LZX compression, and files like .xad and .xtd are?

 

 

in this thread i read that the LZX compression is part of the Xbox 360 XeXDK

http://forum.xentax.com/viewtopic.php?f=21&t=3078

 

and this guy succesfully decompressed the 360 unreal files using this info

http://forum.xentax.com/viewtopic.php?f=21&t=3192

 

am i correct to assume that his findings should therefore work on the gta fileformats as well?

 

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Hm, very interesting... But unfortunally not-useful. GTAIV has its own specific of compression. I can provide info which I know... I am interested in XBox360 GTAIV since the first mod on it was made by GooD-NTS.

========================

 

Every GTAIV resource (xtd/wtd, wbd/xbd, xad/wad and etc) has got following stucture:

 

4 bytes - Magic ('RSC')

4 bytes - Type (version)

4 bytes - Flags

<<Data in ZLIB on PC and LZX on XBox360>>

 

From 'flags' value can be calculated sizes of SysSegment and GpuSegment of unpacked data.

 

Delphi:

 

function getSysSegSize(flags: longword): longword;begin result := (flags and $7FF) shl (((flags shr 11) and $F) + 8);end;function getGpuSegSize(flags: longword): longword;begin result := ((flags shr 15) and $7FF) shl (((flags shr 26) and $F) + 8);end;

 

 

C#:

 

uint systemSegSize = (flags & 0x7FF) << (((flags >> 11) & 0xF) + 8);uint gpuSegSize = ((flags >> 15) & 0x7FF) << (((flags >> 26) & 0xF) + 8);

 

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according to that other forum, unreal also has its own compression format, namely LZO.

however, on 360 it uses the LZX from XEXdk.

 

if the 360 XDK has buildin LZX, then why would gta not use it for that platform?

do you know they dont use the same, or do you assume they dont?

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