Been playing around with Lego Harry Potter years 1-4 on pc trying to see the limits of file extraction. I can get all the files extracted using the Quickbms Script however it seems to be very glitched in the content that i end up with. For Example in game the harry potter minifig is bugged and his legs wont move, and other minifigs have graphical corruptions. I just want to know if anyone else has tried playing around with this games extracted files and if they have gotten better results than I.
Modding Lego Harry Potter.
Started By
annullus
, Dec 06 2012 07:36 AM
#1
Posted 06 December 2012 - 07:36 AM
#2
Posted 06 December 2012 - 08:00 AM
IIRC the LEGO Harry Potter games were made after the most recent version of the script. So, all the files might get extracted, but you most likely will get that corruption. Quick question, did you actually change anything yet, or have you just extracted the files and removed the .dat files to see if it runs?
#3
Posted 06 December 2012 - 08:02 AM
I have tried both, btw i am using the v5.0 script which seems to get all the files out properly.
I have both taken all the files out to see if it runs, which indeed it does, however the graphical glitches seem to still be there..
# Traveller's Tales games DAT files extractor (script 0.5) # LEGO Harry Potter # LEGO Star Wars III # LEGO Pirates of the Caribbean # # this script is expansion to the original script from aluigi # original script for QuickBMS http://aluigi.org/papers.htm#quickbms comtype lz2k get INFO_OFF long if INFO_OFF & 0x80000000 math INFO_OFF ^= 0xffffffff math INFO_OFF <<= 8 math INFO_OFF += 0x100 endif get INFO_SIZE long log MEMORY_FILE INFO_OFF INFO_SIZE get TYPE_BOH long MEMORY_FILE get FILES long MEMORY_FILE savepos INFO_OFF MEMORY_FILE math TMP = FILES math TMP *= 16 math NAME_INFO = INFO_OFF math NAME_INFO += TMP goto NAME_INFO MEMORY_FILE get NAMES long MEMORY_FILE savepos NAME_INFO MEMORY_FILE math TMP = NAMES math TMP *= 8 math NAME_OFF = NAME_INFO math NAME_OFF += TMP goto NAME_OFF MEMORY_FILE get NAMECRC_OFF long MEMORY_FILE savepos NAME_OFF MEMORY_FILE math NAMECRC_OFF += NAME_OFF goto NAMECRC_OFF MEMORY_FILE for i = 0 < FILES get CRC long MEMORY_FILE putarray 0 i CRC next i if TYPE_BOH <= -2 get DUMMY1 long MEMORY_FILE get DUMMY2 long MEMORY_FILE if DUMMY1 > 0 print "Error: not implemented yet" cleanexit endif endif # print "files: %FILES%" # print "names: %NAMES%" # print "info_off: %INFO_OFF%" # print "info_size: %INFO_SIZE%" # print "name_info: %NAME_INFO%" # print "name_off: %NAME_OFF%" # print "namecrc_off: %NAMECRC_OFF%" set NAMEZ long 0 set FULLNAME string "" set FULLPATH string "" for i = 0 < FILES do goto NAME_INFO MEMORY_FILE get NEXT short MEMORY_FILE get PREV short MEMORY_FILE get OFF long MEMORY_FILE savepos NAME_INFO MEMORY_FILE math OFF += NAME_OFF goto OFF MEMORY_FILE get NAME string MEMORY_FILE if NEXT & 0x8000 # 16bit sign conversion math NEXT |= 0xffff0000 endif if PREV != 0 getarray FULLPATH 1 PREV endif putarray 1 NAMEZ FULLPATH if NEXT > 0 # folder if NAME != "" string FULLPATH += NAME string FULLPATH += \ endif else #file endif math NAMEZ += 1 while NEXT > 0 set FULLNAME string FULLPATH string FULLNAME += NAME math CRC = 0x811c9dc5 strlen NAMESZ FULLNAME for j = 0 < NAMESZ getvarchr CHR FULLNAME j if CHR >= 0x61 if CHR <= 0x7a math CHR -= 0x20 endif endif math CRC ^= CHR math CRC *= 0x199933 next j for j = 0 < FILES getarray TMP 0 j if CRC == TMP break endif next j if j >= FILES print "Alert: the crc of the file %FULLNAME% has not been found, it can't be extracted!" #cleanexit # all wrongs! math j = i #math TMP = NEXT #math j = 0 #math j -= NEXT #math j -= 1 endif math TMP = j math TMP *= 16 math TMP += INFO_OFF goto TMP MEMORY_FILE get OFFSET long MEMORY_FILE math OFFSET <<= 8 get ZSIZE long MEMORY_FILE get SIZE long MEMORY_FILE get PACKED long MEMORY_FILE goto OFFSET getdstring SIGN 4 if SIGN == "LZ2K" set PACKED long 2 else set PACKED long 0 endif if PACKED & 2 callfunction UNLZ2K log FULLNAME 0 SIZE MEMORY_FILE2 else if SIZE != 0 if ZSIZE != 0 if SIZE != ZSIZE print "SIZE (%SIZE%) and ZSIZE (%ZSIZE%) differ, contact me" cleanexit endif endif endif log FULLNAME OFFSET SIZE endif next i startfunction UNLZ2K putvarchr MEMORY_FILE2 SIZE 0 log MEMORY_FILE2 0 0 append for TMPSZ = 0 < ZSIZE goto OFFSET getdstring SIGN 4 if SIGN != "LZ2K" print "Error: the signature at offset %OFFSET% (%SIGN%) is not LZ2K, contact me" cleanexit endif get LZ2K_SIZE long get LZ2K_ZSIZE long savepos OFFSET if LZ2K_ZSIZE == LZ2K_SIZE log MEMORY_FILE2 OFFSET LZ2K_SIZE else clog MEMORY_FILE2 OFFSET LZ2K_ZSIZE LZ2K_SIZE endif math OFFSET += LZ2K_ZSIZE savepos TMP MEMORY_FILE2 math TMPSZ += 12 math TMPSZ += LZ2K_ZSIZE next append endfunction
I have both taken all the files out to see if it runs, which indeed it does, however the graphical glitches seem to still be there..
#4
Posted 06 December 2012 - 08:31 AM
The v5 script is new to me. If you could contact the author and let him know he should be able to chase it up. For now, uninstall the game and delete all the extracted files, and try again. Also, watch out for any errors during extraction.
#5
Posted 06 December 2012 - 09:17 AM
do you know if any progress has been made in making a recompiler which works for the Lego games ?
#6
Posted 06 December 2012 - 10:32 AM
None so far, but presumably one could just reverse the steps in that BMS Script and it would work...
Don't literally reverse it
Don't literally reverse it
#7
Posted 06 December 2012 - 03:35 PM
I haven't seen that QuickBMS script either, but if you are having issues with extraction, take origimaiguy's extractor out for a spin:
http://www.rockraide...ing/#entry73294
As for recreating the DATs, didn't you say that LIJ2 could run without them, Extreme? If al the games are kinda alike, HP should be able to do the same thing.
http://www.rockraide...ing/#entry73294
As for recreating the DATs, didn't you say that LIJ2 could run without them, Extreme? If al the games are kinda alike, HP should be able to do the same thing.
#8
Posted 06 December 2012 - 09:44 PM
True, that is correct, although, I was thinking in the case of WAD files, if someone builds an entire overhaul they might like to repack the game files.
#9
Posted 07 December 2012 - 06:45 AM
I tried that extractor it doesnt bring any of the textfiles out properly, instead they all have bits of audio data stashed in them
#10
Posted 07 December 2012 - 08:51 AM
Because it was built before Harry Potter. Remember, they change the file formats with every game. Completely reinstall your game, make sure it runs, extract the files and delete the *.dat files, run again to check it's working.
#11
Posted 08 December 2012 - 06:22 AM
As i installed it using steam i wiped the .dats and am going to to try extracting it now, will post back my results. Also i had that same problem when using the extractor on starwars saga
#12
Posted 08 December 2012 - 06:42 AM
Ah, make sure you right click the item in Steam, select "Properties" and look around. You need to disable Steam from Automatically Downloading Updates.
EDIT: Can you please tell me your computers specs?
EDIT: Can you please tell me your computers specs?
#13
Posted 08 December 2012 - 06:57 AM
Ah i merely have a Phenom II 1090T, with 16Gb ram, and an 7950. Also the steam updating is irrelevant to the extracted archives, as it patches into the archives, if they are not present it will then download the archived data again and seek to patch. As this is not happening all i can conclude is that it must be an error with the extracted file data. Btw you dont need to extract all the files to test, only the files containing common data as that also stores the Hub area
#14
Posted 08 December 2012 - 07:44 AM
No, that's not the problem. The problem is the same with KotOR II and that when you mod the game and change the files, Steam fails a checksum, and will download new files, which will likely corrupt them.
And yes, you need to extract EVERYTHING because some of the other important files are split right across the .dat files.
If I can run my modded copy of Star Wars Saga with no graphical errors, this is an issue with your setup. So, you're definately sure there is no graphic errors prior to extraction, and that the extracted files all have names and are in the correct folder layout?
And yes, you need to extract EVERYTHING because some of the other important files are split right across the .dat files.
If I can run my modded copy of Star Wars Saga with no graphical errors, this is an issue with your setup. So, you're definately sure there is no graphic errors prior to extraction, and that the extracted files all have names and are in the correct folder layout?
#15
Posted 08 December 2012 - 09:00 AM
an update, Extracting all the files it still bugs, however in a wierd issue if i start a level in freeplay the character who is bugged changes. My only hypothesis at the moment is that the graphical errors are caused by a lack of optimization and that the compressed archives are able to be read faster. That is the crux of the issue at the moment, the corruption seems to be limited to animations, the legs and jumping are animated properly on some minifigs. I was thinking that maybe the model animation file had been corrupted but that doesnt seem to be the case due to the findings of freeplay
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