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 Post subject: Crash Team Racing BIGFILE.BIG
PostPosted: Mon Aug 18, 2014 5:39 am 
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oh my god im finally registered at this forum
Ok so, I have been trying to open this file called "BIGFILE.BIG" from the very well known game for PSX called "Crash Team Racing". As you can see, it has a ".big" format, which I tried to open with programs like "FinalBIG" but with no sucess (Though I'm pretty sure it was because the program was made for EA .big files, not Naughty Dog ones) ...So, does anyone know if there's a way to open those files?
Also, thanks for reading the topic. That already means a lot, haha.

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 Post subject: Re: Crash Team Racing BIGFILE.BIG
PostPosted: Mon Aug 18, 2014 12:44 pm 
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cool


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 Post subject: Re: Crash Team Racing BIGFILE.BIG
PostPosted: Mon Aug 18, 2014 9:49 pm 
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I was working on the format days ago. The format is very simple it works like this:

Code:
struct BigFile
{
      unsigned int null;
      unsigned int fileCount;
      BigFileEntry[fileCount];
};

struct BigFileEntry
{
       unsigned int fileAlignment; //Offset is this * 0x800
       unsigned short fileUnknown00; //Possibly type info
       unsigned short fileUnknown01; //Possibly type info
};


It's not really intended to be extracted. Just read as it is... It could be extracted by taking the offset of the next file entry and using it to calculate the size of the previous one. My findings should be correct, I only spent a few minutes on it and I'm not taking it further so the information is now out here.

Hope it helps!

Cheers.

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 Post subject: Re: Crash Team Racing BIGFILE.BIG
PostPosted: Tue Aug 19, 2014 2:55 am 
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n00b

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omfg thanks a lot!!
the people of this forum are so nice!!


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 Post subject: Re: Crash Team Racing BIGFILE.BIG
PostPosted: Tue Aug 19, 2014 4:11 pm 
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Code:
#Crash Team Racing [PS1] Bigfile.big Extractor
#By Gh0stBlade
#Version 1.0

get NULL long
get FILES long

set ENDFILE FILES
math ENDFILE -= 0x1

for i = 0 < FILES
   
   get OFFSET long
   get UNK00 short
   get UNK01 short
   math OFFSET *= 0x800
   
   savepos TBL_END
   
   if i == ENDFILE
      get SIZE asize
      math SIZE -= OFFSET
   else
      get OFFSET2 long
      math OFFSET2 *= 0x800
      set SIZE OFFSET2
      math SIZE -= OFFSET
      #print "FILES: %FILES% I: %i% END: %ENDFILE%"
   endif
   
   goto TBL_END
   
   get NAME basename
   string NAME += "_"
   string NAME += i
   string NAME += ".bin"
   
   log NAME OFFSET SIZE
next i


Not really necessary but it should extract the files fine.

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 Post subject: Re: Crash Team Racing BIGFILE.BIG
PostPosted: Sat Aug 23, 2014 7:35 am 
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n00b

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Thanks, it worked!
It extracted a lot of ".bin" files. (722 to be exact)
...That's indeed a lot.


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 Post subject: Re: Crash Team Racing BIGFILE.BIG
PostPosted: Sat Aug 23, 2014 5:04 pm 
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PolarSoda wrote:
Thanks, it worked!
It extracted a lot of ".bin" files. (722 to be exact)
...That's indeed a lot.


Unfortunately, there are no filenames. Reason is that it's not supposed to be extracted. I just did it since it can potentially make things easier so people can see where the data starts and how the main archive format works.

The texture data looks like basic PlayStation TIM as usual. I don't know what you are trying to view exactly though you can expect that all those files should contain meshes/textures/audio/sound/animations! It's just finding the correct files which will be a pain.

It's kind of similar to Tomb Raider for the PlayStation in terms of how it's stored.

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 Post subject: Re: Crash Team Racing BIGFILE.BIG
PostPosted: Mon Aug 25, 2014 12:05 am 
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Oooooh thanks!
And I was mainly looking how to extract the kart/track models.
Gotta find a way how to find the files with those .bins ... sorry im kinda new at this so yeah;;;


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 Post subject: Re: Crash Team Racing BIGFILE.BIG
PostPosted: Mon Sep 22, 2014 7:19 am 
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In 2010 HoRRoR described the bigfile.big format and used first pair of files to read the models (russian, use translator)
http://www.emu-land.net/forum/index.php?topic=36640.0

I tried to mess with CTR files as well, the best I found was this (russian again).
http://***/board/archive-f36/topic1413.html (link is down)

I also wrote an extractor that replaces bin extensions with known .str, .tim and .timarc. tim files here are actionly VRAM which is loaded directly into the memory and .timarc is nothing but 2 tims in a row.

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Last edited by DCxDemo on Sun Oct 23, 2016 3:36 pm, edited 2 times in total.

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 Post subject: Re: Crash Team Racing BIGFILE.BIG
PostPosted: Wed Sep 24, 2014 2:25 am 
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n00b

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Thanks! By the way, The extractor works fine, but when I try to open the Viewer this happens...
http://prntscr.com/4pqtas
I don't know why, the first time it worked just fine.


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 Post subject: Re: Crash Team Racing BIGFILE.BIG
PostPosted: Fri Sep 26, 2014 9:11 am 
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are files crash_0 and crash_1 in the same folder?

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 Post subject: Re: Crash Team Racing BIGFILE.BIG
PostPosted: Wed Oct 01, 2014 5:55 am 
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Yes, they are.
EDIT: So... does anybody know how to fix this D: ?


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 Post subject: Re: Crash Team Racing BIGFILE.BIG
PostPosted: Wed Oct 22, 2014 3:01 pm 
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well if it worked fine the first time, must be something wrong on your side.

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 Post subject: Re: Crash Team Racing BIGFILE.BIG
PostPosted: Fri Jul 10, 2015 1:35 am 
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Topic is somewhat dead but just thought I would mention a long time ago I managed to pull out the Karts into .obj format. GLXtractor (With OLGE Plugin) on the Model Viewer Program works for models, the texture section is a bit funky though.


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 Post subject: Re: Crash Team Racing BIGFILE.BIG
PostPosted: Sun Jun 19, 2016 12:38 am 
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Hello, I know this thread is so old, but I want to ask you how I can extract the BIGFILE.big

Sorry, I'm little stupid and I don't understand how I can extract the file with the Gh0stBlade code

I want the track models too and I hope you can help me

Thanks and have a nice day!

PS: sorry for my bad english, I speak spanish



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