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Blankname last won the day on May 28 2017

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  1. LCR Editor

    the format is 100% known http://www.mediafire.com/file/r9zq9sb2sldq51q/LCREditor_v0.93.zip
  2. UVA Editor

    most variables are still unknown https://www.mediafire.com/?cv8ydmj7s1flowx please report any find here edit: updated to v0.91
  3. old game based on BR engine

    i can extract them perfectly without any problem
  4. old game based on BR engine

    ofc, the game engine (aka samurai) is the whole br source code itself, and it seems these lazy korean developers almost didnt make any changes to it. you can even find br textures in the h2o files hmm models/models.h2o? where else btw, some files cannot be extracted due to unicode filenames; and maps use a new file format (v0.80, wotw uses v0.68)
  5. cant believe nobody found this out before... 해상왕 장보고 (Haesang-wang Jang Bogo) / The Lord of the Sea http://www.4gamer.net/games/013/G001310/20031009225900/ http://www.old-games.ru/game/6748.html took a brief look and the game structure and file formats seems the same... this means we can port models from this game to br
  6. windowed mode

    i will try to do it using a dll, so no need to modify any game file it might be also possible to enable widescreen resolutions
  7. windowed mode

    just found out how to enable legacy windowed mode in this game am i allowed to post modified exes?
  8. researching the .exe is what im doing, as i already said h2o tools are incomplete and causes the game to crash sometimes when using repacked h2o files
  9. in case anyone intersted i have started researching the h2o format by reverse engineering the liquid exes (BR, LotR:WotR, Dragonshard) and found out that br and wotr h20 formats are different, although both have a version number of 6.0 (they probably didnt bother to change it to 7.0) more finds: unknown1 after 'number of files' is actually 'number of <unknown>' which stores a structure of 8 bytes at the end of the file (8 bytes x number of unknown1). the contents of this structure is unknown since unknown2 is always 0x0CE34100 if there directories or 0x00000000 otherwise, it doesnt seem important to know the purpose of this variable (where is unknown3?? lol) unknown4 is also always 0x7CFC1200, neither seems important surely offset and unknown5 are one only variable of 64 bits, since the (un)compressed sizes of h2o files are also stored in 64 bits variables so we are only left with unknown6...
  10. i have made a little unofficial update for the h2otool. it now reads user input from console and and has some minor bufixes https://www.mediafire.com/folder/m3ilwb1j98hck/h2otool my goal is to implement the pkware compression functions, but no sure how long it will take me or if i will even be able to do it, since im still a beginner at C
  11. H2O Archive And Other File Formats

    if im not wrong, apart from the missing compression, the h2o tool were also adding extra 0Dh characters after every file i also remember the .ini file supports more stuff than it has
  12. Modding Battlereams.dat

  13. Modding Battlereams.dat

    great news guys a friend of mine has started working in this game and he already did a quite good progress
  14. Modding Battlereams.dat

    i dont know yet. i noticed the are 178 Data_ sections, but only 89 strings. also every ID in those sections got a strange value that normally is 04 00 00 00 yea, Enum_AbilityType should be useful as well
  15. Modding Battlereams.dat

    no, it doesnt work that way. DE B7 0F 00 00 00 00 00 (0x00000000000FB7DE) is the offset where X section is located at. or maybe its offset 0x000FB7DE and 0000 is something else? idk 00000004 AIWARPARTY_DEFENSE means AIWARPARTY_DEFENSE = 04 00 00 00 that you can use somewhere in .dat...dont ask me where