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Thread: DK2 texture format

  
  1. #21
    KeeperFX Author mefistotelis's Avatar
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    Default Re: DK2 texture format

    Quote Originally Posted by Trass3r View Post
    Yeah baby
    We could try to write a wrapper around the exe if the en-/decoder is that heavy.
    Yeah, I'm thinking about it too.

    But it's harder than KeeperFX.

    It would be hard to re-create relocation table - new compilers have it stripped.
    In DK1, relocation table wasn't stripped, so it was lot easier to wrap it.

  2. #22
    Demon Spawn
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    Default Re: DK2 texture format

    There should be no need to if you ensure the exe can be loaded at its preferred imagebase by using a different imagebase for the loader.

  3. #23
    KeeperFX Author mefistotelis's Avatar
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    Default Re: DK2 texture format

    You're right; this could work.

    Here's my complete project:
    http://rapidshare.com/files/28960507...txtrtool01.zip

  4. #24
    Demon Spawn
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    Default Re: DK2 texture format

    Yeah. Except another module comes in the way, then one might need to rebase that one.
    http://sandsprite.com/CodeStuff/Usin..._as_a_dll.html

    How do you treat the missing exports table problem?
    Did you reconstruct it for FX or use hardcoded offsets?

    Edit: Never mind, just found your tutorial about KeeperFX
    Last edited by Trass3r; October 7th, 2009 at 00:41.

  5. #25
    KeeperFX Author mefistotelis's Avatar
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    Default Re: DK2 texture format

    Quote Originally Posted by Trass3r View Post
    just found your tutorial about KeeperFX
    Nice.

    The program that rebuilds export table is here, at bottom of the page:
    http://keeper.lubie.org/html/dk_keeperfx.php

    I'm thinking about a tool that could automate more of the exe-2-dll conversion; but I'm quite busy recently... we'll see.

  6. #26
    Demon Spawn
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    Default Re: DK2 texture format

    Yeah already seen that, pretty cool.
    Don't have much time either, gotta code for my bachelor's thesis.

    EDIT:
    Small sidenote, just found an interesting plugin that enables collaborative work on a binary, maybe it's helpful for you sometime
    http://www.idabook.com/collabreate/index.html

    EDIT2:
    Quote Originally Posted by mefistotelis View Post
    btw, I've got quite mature IDA project for DK1 (all routines named, most of structures defined). Let me know if you want it.
    You mean an IDA database? Could I see it?
    Last edited by Trass3r; October 9th, 2009 at 06:23.

  7. #27
    KeeperFX Author mefistotelis's Avatar
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    Default Re: DK2 texture format

    Ok, will upload it soon.

    EDIT:
    It's now here:
    http://keeper.lubie.org/html/dk_keeperfx_devel.php
    Last edited by mefistotelis; October 18th, 2009 at 22:10.

  8. #28
    KeeperFX Author mefistotelis's Avatar
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    Default Re: DK2 texture format

    In hex-rays 1.1, there's a support for floating point numbers. This would be very helpful in reverse-engineering the code.

  9. #29
    Demon Spawn
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    Default Re: DK2 texture format

    Hey it's only 2000$ away

  10. #30
    Demon Spawn
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    Default Re: DK2 texture format

    Quote Originally Posted by mefistotelis View Post
    In hex-rays 1.1, there's a support for floating point numbers. This would be very helpful in reverse-engineering the code.
    1.1 is available now.

    Quote Originally Posted by mefistotelis View Post
    Could you reupload it?
    Also what DK2 exe did you use?

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