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-   -   Question about how to edit/view/encode .fmv video file (https://fileforums.com/showthread.php?t=104483)

L33THAK0R 05-06-2021 09:12

Question about how to edit/view/encode .fmv video file
 
Hi all,

Recently I was looking through the data files for the title "The LEGO Movie Videogame" and noticed it's video files are stored within .fmv files. The only "FMV" I know of are "full-motion videos". Has anyone attempted to encode this file type before and if so any tips or directions towards software that can handle these would be greatly appreciated.

Masquerade 05-06-2021 11:38

Be really careful with LEGO games because the engine is a total mess and I don't know if it will accept recoded videos.

L33THAK0R 06-06-2021 00:01

Quote:

Originally Posted by Masquerade (Post 492616)
Be really careful with LEGO games because the engine is a total mess and I don't know if it will accept recoded videos.

I've been working my way through the "LEGO" games on the side and can definitely say they're a pain, especially with ripping unused files. "LEGO City Undercover" especially is very reluctant to function without the majority of its files present. This being said I thought I'd ask here anyway, as I do enjoy experimenting with what can and cannot be modified within a title's data files.

L33THAK0R 25-08-2021 08:23

An update
 
Just gonna necro this thread real quick as a follow-up for any future researchers/investigators. So far I've made very little headway with TCS Engine 2.0, As the user "Masquerade" commented, all current iterations are very delicate pieces of shit, with "junk" (leftover from console ports & unused) data being able to be ripped from some titles, and not from others.

Regarding exe patching titles using the 2.0+ iteration of the engine, I've been able to find 4 titles, with the same executable version found in "FitGirl"s packs of the titles, to be able to figure out what values are changed.

Force Awakens
Code:

    0x1A1 - 0x1A2 -- https://imgur.com/a/HCve40H
        ORIGINAL : (hex) ED C7 / (dec) 237 199 / (bin) 1110 1101 0000 1100 0111
        PATCHED  : (hex) 64 C8 / (dec) 100 200 / (bin) 0110 0100 0000 1100 1000
    0x95A250      -- https://imgur.com/a/D7ijWWn
        ORIGINAL : (hex) 74 / (dec) 116 / (bin) 0111 0100
        PATCHED  : (hex) EB / (dec) 235 / (bin) 1110 1011

Marvel 2
Code:

    0x1C9        -- https://imgur.com/a/vw3CVUw 
        ORIGINAL : (hex) 12 / (dec) 18  / (bin) 0001 0010
        PATCHED  : (hex) 89 / (dec) 137 / (bin) 1000 1001
    0x7D66F5      -- https://imgur.com/a/Oo0NB3d
        ORIGINAL : (hex) 74 / (dec) 116 / (bin) 0111 0100
        PATCHED  : (hex) EB / (dec) 235 / (bin) 1110 1011

Ninjago
Code:

    0x190        -- https://imgur.com/ORrSExD
        ORIGINAL : (hex) 80 / (dec) 128 / (bin) 1000 0000
        PATCHED  : (hex) F7 / (dec) 247 / (bin) 1111 0111
    0x81E3A0      -- https://imgur.com/SF5B40T
        ORIGINAL : (hex) 74 / (dec) 116 / (bin) 0111 0100
        PATCHED  : (hex) EB / (dec) 235 / (bin) 1110 1011

Other differences are watermarks, presumably put in by "FitGirl"
For those curious, the examples I found were (translated): F_I_T_G_I_R_L , skcaper lrigtif, FitGirl

I didn't document locations since they're meaningless and just watermarks. Only significant notes are they often are in different places, I guess watermarking em is important to em

If I (or community members) can supply unpatched executables I'd be happy to update this post with the differences documented.

Interestingly "LEGO Worlds" doesn't require any exe patching from what I can tell, however further investigation
is required, as some modification is employed outside the executable.

The only patterns I've been able to deduce are that the 2nd set of hex entries to patch are the same, with different positions, with there being a regular gap between the 1st and 2nd set of alterations.

Right now I believe our only hope is for this user mentioned by "Masquerade" to pull through once the "LEGO Skywalker Saga" is released.

------------------------------------------------------------------------

Regarding the ".FMV" video (and possible audio) containers, I'm yet to discover anything substantial. All I've been able to gleam is that it seems to be a format developed by "RAD Game Tools" aka the Bink & Oodle devs.

I've posted around the Xentax and Zenhax forums attempting to source help, and I'm currently considering putting a timed bounty on research for this file type, as its honestly been driving me nuts.

The only title so far that deviates from the use of ".FMV" for pre-rendered videos is the "Ninjago" entry, which uses H.264 MPEG4 videos in conjunction with identically named ".FMV" containers.

If anyone knows anything about the ".FMV" file-type, please contact me, I'm very interested in learning about this file-type.

Masquerade 25-08-2021 08:45

Quote:

Interestingly "LEGO Worlds" doesn't require any exe patching from what I can tell, however further investigation
is required, as some modification is employed outside the executable.
Last I checked LEGO worlds does need a patched EXE.

Also why do you keep putting everything and everyone in quotations? Just speak normally...

L33THAK0R 25-08-2021 10:20

Quote:

Originally Posted by Masquerade (Post 493754)
Last I checked LEGO worlds does need a patched EXE.

I only had a quick glance at this one. As I said I can't be positive but I compared the executable included in "FitGirl"s pack of the title, with 2 sources containing the same executable version (also included packed archives, so I don't think the executable was modified but I may be wrong). I wasn't able to find any discrepancies amongst the 3. Like I said though I'm not completely certain.

Quote:

Also why do you keep putting everything and everyone in quotations? Just speak normally...
I should probably italisice instead, it's just a habit from my report writing style I use in my work.

Masquerade 25-08-2021 11:42

LEGO Worlds was one of the ones I tried unpacked and I got the same behaviour as the others.

Did you look at the DX9 exes as well as the DX11 ones? Since I only have DX9 exes from a limited source.

L33THAK0R 25-08-2021 16:09

Quote:

Originally Posted by Masquerade (Post 493757)
Did you look at the DX9 exes as well as the DX11 ones? Since I only have DX9 exes from a limited source.

This is actually one aspect I do need to look at. I've had a bit of trouble running the titles with their DX9 executables, as such I almost exclusively was looking at just the DX11 executables. I remember reading somewhere (it may have been one of your posts) that the DX11 executables require additional patching to their DX9 counterparts.

L33THAK0R 30-08-2021 10:02

Quote:

Originally Posted by Masquerade (Post 493757)
LEGO Worlds was one of the ones I tried unpacked and I got the same behaviour as the others.

Just a small update, turns out that early beta builds of "LEGO Worlds" use the "Cinematoc" variant of the TCS engine (which doesn't require patching), however current versions utilise the "TFA" variant of the TCS engine (which require patching), which might explain why I wasn't able to find any differences in the executables.


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