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 Post subject: [Wii] Epic Mickey - pak files
PostPosted: Sat Dec 11, 2010 3:22 pm 
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Can you help unpack this files? I want try to convert 3d models from game.

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 Post subject: Re: [Wii] Epic Mickey - pak files
PostPosted: Sun Dec 12, 2010 8:16 am 
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Man, this game is filled to the brim with goodies huh? The video files are in easily convertable .bik files, some of the images are in .dds and .bmp files, and the audio is in .wav files XD .
In those .pak files, there's mention of .hkx, .nif_wii (retitled from .nif,) and .ma files.
The .nif files use the "Gamebryo File Format, Version 20.6.5.0." This version of the Gamebryo File Format can be bought by game companies, and cannot be opened by NifTools currently...
Though, you already knew all that. I just thought I'd put the information here in case anyone has a brain spark.
I'm interested in the apparently unreadable .obj files in the 'sectors' folder. I wonder if those are even 3D objects?


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 Post subject: Re: [Wii] Epic Mickey - pak files
PostPosted: Wed Dec 15, 2010 4:22 am 
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I am baffled. How do you extract the files from the paks? And if your disk drive can't read your Wii Disc, do you need to download it online to view the files?

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 Post subject: Re: [Wii] Epic Mickey - pak files
PostPosted: Wed Dec 15, 2010 10:37 am 
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Tosyk wrote:
Can you help unpack this files? I want try to convert 3d models from game.

Hi!
It's great to see you again!

KAP(.pak) file is the same format used in NFS Shift X360.
Did you try Quickbms?
http://aluigi.org/papers/bms/nfsshift.bms
viewtopic.php?f=10&t=3717
or
viewtopic.php?f=10&t=4155&start=0&st=0&sk=t&sd=a


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 Post subject: Re: [Wii] Epic Mickey - pak files
PostPosted: Fri Dec 17, 2010 3:03 am 
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I tried those codes, and they don't work.

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 Post subject: Re: [Wii] Epic Mickey - pak files
PostPosted: Fri Dec 17, 2010 6:39 pm 
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Seems to something wrong with my subscription on xentax.

Thanks for clearing up Friedslick6 all about this game and like you said
Friedslick6 wrote:
already knew all that


Thanks for trying youngmark, but all the methods that you have mentioned don't work with the researched files.

We need someone who know how to work with zlibed files.

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 Post subject: Re: [Wii] Epic Mickey - pak files
PostPosted: Wed Dec 29, 2010 12:49 am 
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Does anyone know how to actually view the nif files? I believe the current version of NIF only goes up to 20.5.0.0, and the version Epic Mickey uses is 20.6.5.0. So unless someone knows how to update the XML as dictated at http://niftools.sourceforge.net/forum/v ... =10&t=2810 , the nif files are of little use to anyone. And if there are other useful files in there, we don't have a working extractor for them, and without one this is an exercise in futility.

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 Post subject: Re: [Wii] Epic Mickey - pak files
PostPosted: Wed Jan 19, 2011 1:06 pm 
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i got pm'd :P

should be a solid script - nothing was unknown!

Code:
# QuickBMS script for Epic Monkey PAK files
# WRS (xentax.com)
endian big
comtype zlib

## header
get H_SIGNATURE long # probally not written as string
get H_VERSION long   # assumed
get H_ZERO    long
get H_SIZE    long
get H_DATAPTR long

math H_DATAPTR += H_SIZE
goto H_SIZE

## file info
get FILES long

math STRPTR = FILES     # calculate string table pos
math STRPTR *= 24       #
savepos FILEDATA        # or += H_SIZE
math STRPTR += FILEDATA #    += 4 (for FILES)

math TOTPOS = H_DATAPTR # sum of aligned size

for f = 0 < FILES

  # record header
  get UNSIZE long # real size
  get PKSIZE long # compressed size
  get ALSIZE long # aligned size

  get FOLDERNM long # string table pointer
  getdstring FILETYPE 4
  get FILENM long # string table pointer

  # get whole filename
  savepos POS

  math FOLDERNM += STRPTR
  math FILENM += STRPTR

  goto FOLDERNM
  get FOLDERSTR string
  goto FILENM
  get FILESTR string

  string FOLDERSTR += "/"
  string FOLDERSTR += FILESTR

  if UNSIZE == PKSIZE
    log FOLDERSTR TOTPOS PKSIZE
  else
    clog FOLDERSTR TOTPOS PKSIZE UNSIZE
  endif

  goto POS
  math TOTPOS += ALSIZE

next f


format highlights (new thing i'm trying)
  • file path is stored in a string table, split by filename and folder path
  • file positions can only be read by parsing all previous file headers
  • and the rest: big endian, structure alignment, zlib, header size flag

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 Post subject: Re: [Wii] Epic Mickey - pak files
PostPosted: Thu Jan 20, 2011 1:02 am 
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Awesome! All of the files are extractable now! Now if we could only view bsq, or Gamebryo 20.6.5.0 nif, or lua, or KFM, or HKX, or KF, or lit_cooked, or HKW files. Fortunately, we have them now. I think lua files can be viewed.

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 Post subject: Re: [Wii] Epic Mickey - pak files
PostPosted: Thu Jan 20, 2011 12:36 pm 
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Mirrorman95 wrote:
Awesome! All of the files are extractable now! Now if we could only view bsq, or Gamebryo 20.6.5.0 nif, or lua, or KFM, or HKX, or KF, or lit_cooked, or HKW files. Fortunately, we have them now. I think lua files can be viewed.


the nif tools wiki has so much info on adding new formats - why not give that a shot? compare what's been updated between versions and see what this new one has done differently. these are the models you're after :)

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 Post subject: Re: [Wii] Epic Mickey - pak files
PostPosted: Fri Feb 18, 2011 11:09 pm 
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Opens fine using the QuickBMS option in MultiEx Commander's script window as well! :)



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 Post subject: Re: [Wii] Epic Mickey - pak files
PostPosted: Sun Feb 20, 2011 7:43 pm 
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How do we get MultiEx?

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BBSFM and KH2FM+ saves are compatible with KH2.5. http://forum.xentax.com/viewtopic.php?t=13424


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 Post subject: Re: [Wii] Epic Mickey - pak files
PostPosted: Sun Feb 20, 2011 10:26 pm 
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http://multiex.xentax.com/


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 Post subject: Re: [Wii] Epic Mickey - pak files
PostPosted: Tue Mar 29, 2011 5:11 am 
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How do you unpack a Wii disk image?

EDIT: Never mind. I just used Noesis.

However, I'm using the beta of NifSkope updated on March 19th, and it still can't load Epic Mickey files. Why is this?

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