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 Post subject: Sine Mora (XBLA) *.bin
PostPosted: Sat Apr 21, 2012 5:19 am 
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Hello everyone! I just stumbled upon a large number of *.bin files from the above game. I can't file any offsets/sizes/names anywhere to extract the contents. Can anyone please take a look at these? Any help is highly appreciated!
Here are samples: http://www.sendspace.com/file/8onoj7
Thanks! :)

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 Post subject: Re: Sine Mora (XBLA) *.bin
PostPosted: Sun Nov 11, 2012 2:14 pm 
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The game is now out for PC. Maybe someone could please take a look and try to make a decrypter/unpacker for the game using the executable :)


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 Post subject: Re: Sine Mora (XBLA) *.bin
PostPosted: Sun Nov 11, 2012 5:17 pm 
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.bin file format:

Code:
struct OneFile {
  int hash1;
  int hash2;        // hash1..hash2 - filename
  int hash3;        // hash3 - dirname
  int size;         // unpacked size
  int zsize;        // packed size
  char data[zsize];
}

// repeat while EOF


data starts with one of the following bytes: - 63, 64, 80, 92, 95, 98, 113, 148, 161, 192, 208, 211, 226, 227, 240, 241, 242, 243, 244, 245, 246, 247, 248, 249, 251, 252, 253, 254, 255.

i think this is a LZ*-like compression.


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 Post subject: Re: Sine Mora (XBLA) *.bin
PostPosted: Sun Nov 11, 2012 5:39 pm 
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Don't know if xbox version has the same compression, but PC version uses LZ4.


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 Post subject: Re: Sine Mora (XBLA) *.bin
PostPosted: Sun Nov 11, 2012 5:42 pm 
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merlinsvk wrote:
PC version uses LZ4.

confirm that.

p.s.
i think what quickbms 0.5.15b have a error in LZ4 part, files are unpacked with "compressed" sizes:
Image


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 Post subject: Re: Sine Mora (XBLA) *.bin
PostPosted: Sun Nov 11, 2012 8:37 pm 
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Well here script for unpack.

Code:
# Sine Mora (BIN format)
#
# Written by Ekey (h4x0r) 0.1
# http://www.progamercity.net
#
# script for QuickBMS http://quickbms.aluigi.org

comtype LZ4

for
    get FILENAMEHASH long
    get HASH2 long
    get FILEEXTHASH long
    get SIZE long
    get ZSIZE long
    savepos OFFSET
    string NAME p= "%08X" FILENAMEHASH
   
    if ZSIZE == SIZE
        log NAME OFFSET SIZE
        math OFFSET += SIZE
    else
        clog NAME OFFSET ZSIZE SIZE
        math OFFSET += ZSIZE
    endif

    goto OFFSET
next


And tool for generate hash.

Edited: Hash3 its hashed file extension.

Example for prologue.bin

Code:
217A0A19 (190A7A21) - textures/gui/monologue_textures/prologue_in
FE5F29A1 - Unknown
4DB55A5E (5E5AB54D) - dds


Attachments:


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 Post subject: Re: Sine Mora (XBLA) *.bin
PostPosted: Sun Nov 11, 2012 9:26 pm 
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Xbox 360 .BIN files unpack the same as the PC version. I get an Error: Incomplete input file number 0, can't read 4 bytes for both platforms though but I'm assuming it's working properly.

The game has an FMOD .DLL file so I'm guessing it's using FSB containers but I can't seem to find any FSB headers yet.

EDIT: Game uses MP3 for it's audio :)


Last edited by brendan19 on Sun Nov 11, 2012 9:53 pm, edited 1 time in total.

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 Post subject: Re: Sine Mora (XBLA) *.bin
PostPosted: Sun Nov 11, 2012 9:30 pm 
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brendan19 wrote:
Xbox 360 .BIN files unpack the same as the PC version. I get an Error: Incomplete input file number 0, can't read 4 bytes for both platforms though but I'm assuming it's working properly.

This error for PC too because count files is unknown. Anyway script extract all files.

brendan19 wrote:
The game has an FMOD .DLL file so I'm guessing it's using FSB containers but I can't seem to find any FSB headers yet.

That does not nothing mean. In archives sounds and music in OGG and MP3 format.

Edited: some files for render.bin (extension psc)

Code:
render/cache/564442de_d77e5f14_6e95a18a_0_windows
render/cache/564442de_d77e5f14_6e95a18a_1_windows
render/cache/564442de_d77e5f14_6e95a18a_2_windows
render/cache/5142abd8_d77e5f14_ab8e9822_0_windows
render/cache/5142abd8_d77e5f14_ab8e9822_1_windows
render/cache/5142abd8_d77e5f14_ab8e9822_2_windows
render/cache/5142abd8_d77e5f14_ab8e9822_3_windows
render/cache/5142abd8_d77e5f14_ab8e9822_4_windows
render/cache/5142abd8_d77e5f14_ab8e9822_5_windows
render/cache/5142abd8_d77e5f14_ab8e9822_6_windows
render/cache/5142abd8_d77e5f14_ab8e9822_7_windows
render/cache/5142abd8_d77e5f14_ab8e9822_8_windows
render/cache/5142abd8_d77e5f14_ab8e9822_9_windows
render/cache/5142abd8_d77e5f14_ab8e9822_a_windows
render/cache/5142abd8_d77e5f14_ab8e9822_b_windows
render/cache/5142abd8_d77e5f14_ab8e9822_c_windows
render/cache/5142abd8_d77e5f14_ab8e9822_d_windows
render/cache/5142abd8_d77e5f14_ab8e9822_e_windows
render/cache/5142abd8_d77e5f14_ab8e9822_f_windows
render/cache/5142abd8_d77e5f14_ab8e9822_10_windows
render/cache/5142abd8_d77e5f14_ab8e9822_11_windows
render/cache/5142abd8_d77e5f14_ab8e9822_12_windows
render/cache/564442de_f9bb33d_6e95a18a_0_windows
render/cache/564442de_f9bb33d_6e95a18a_1_windows
render/cache/5142abd8_f9bb33d_69940a84_0_windows
render/cache/5142abd8_f9bb33d_69940a84_1_windows
render/cache/564442de_db14f000_6e95a18a_0_windows
render/cache/564442de_db14f000_6e95a18a_1_windows
render/cache/5142abd8_db14f000_69940a84_0_windows
render/cache/5142abd8_db14f000_69940a84_1_windows
render/cache/564442de_d5d51d0e_6e95a18a_0_windows
render/cache/564442de_d5d51d0e_6e95a18a_1_windows
render/cache/5142abd8_d5d51d0e_69940a84_0_windows
render/cache/5142abd8_d5d51d0e_69940a84_1_windows
render/cache/564442de_aaa5863a_6e95a18a_0_windows
render/cache/564442de_aaa5863a_6e95a18a_1_windows
render/cache/5142abd8_aaa5863a_69940a84_0_windows
render/cache/5142abd8_aaa5863a_69940a84_1_windows
render/cache/564442de_90ec1d9d_6e95a18a_0_windows
render/cache/564442de_90ec1d9d_6e95a18a_1_windows
render/cache/5142abd8_90ec1d9d_69940a84_0_windows
render/cache/5142abd8_90ec1d9d_69940a84_1_windows
render/cache/564442de_c7c8dbec_6e95a18a_0_windows
render/cache/564442de_c7c8dbec_6e95a18a_1_windows
render/cache/5142abd8_c7c8dbec_69940a84_0_windows
render/cache/5142abd8_c7c8dbec_69940a84_1_windows
render/cache/564442de_bb061e49_6e95a18a_0_windows
render/cache/564442de_bb061e49_6e95a18a_1_windows
render/cache/5142abd8_bb061e49_69940a84_0_windows
render/cache/5142abd8_bb061e49_69940a84_1_windows
render/cache/564442de_3d18079f_6e95a18a_0_windows
render/cache/564442de_3d18079f_6e95a18a_1_windows
render/cache/5142abd8_3d18079f_69940a84_0_windows
render/cache/5142abd8_3d18079f_69940a84_1_windows
render/cache/564442de_84add148_6e95a18a_0_windows
render/cache/564442de_84add148_6e95a18a_1_windows
render/cache/5142abd8_84add148_69940a84_0_windows
render/cache/5142abd8_84add148_69940a84_1_windows
render/cache/564442de_7dd158e9_6e95a18a_0_windows
render/cache/564442de_7dd158e9_6e95a18a_1_windows
render/cache/5142abd8_7dd158e9_69940a84_0_windows
render/cache/5142abd8_7dd158e9_69940a84_1_windows
render/cache/564442de_4ed6b5f6_6e95a18a_0_windows
render/cache/564442de_4ed6b5f6_6e95a18a_1_windows
render/cache/5142abd8_4ed6b5f6_69940a84_0_windows
render/cache/5142abd8_4ed6b5f6_69940a84_1_windows
render/cache/564442de_1ae85e6e_6e95a18a_0_windows
render/cache/564442de_1ae85e6e_6e95a18a_1_windows
render/cache/5142abd8_1ae85e6e_69940a84_0_windows
render/cache/5142abd8_1ae85e6e_69940a84_1_windows
render/cache/5142abd8_1ae85e6e_69940a84_2_windows
render/cache/5142abd8_1ae85e6e_69940a84_3_windows
render/cache/5142abd8_1ae85e6e_69940a84_4_windows
render/cache/5142abd8_1ae85e6e_69940a84_5_windows
render/cache/564442de_88c585c5_6e95a18a_0_windows
render/cache/564442de_88c585c5_6e95a18a_1_windows
render/cache/5142abd8_88c585c5_69940a84_0_windows
render/cache/5142abd8_88c585c5_69940a84_1_windows
render/cache/564442de_346d7bcc_6e95a18a_0_windows
render/cache/564442de_346d7bcc_6e95a18a_1_windows
render/cache/5142abd8_346d7bcc_69940a84_0_windows
render/cache/5142abd8_346d7bcc_69940a84_1_windows
render/cache/564442de_64291c52_6e95a18a_0_windows
render/cache/564442de_64291c52_6e95a18a_1_windows
render/cache/5142abd8_64291c52_69940a84_0_windows
render/cache/5142abd8_64291c52_69940a84_1_windows
render/cache/564442de_64291c52_2f0459b6_0_windows
render/cache/564442de_64291c52_2f0459b6_1_windows
render/cache/5142abd8_64291c52_197843dc_0_windows
render/cache/5142abd8_64291c52_197843dc_1_windows
render/cache/564442de_e1b051d9_6e95a18a_0_windows
render/cache/564442de_e1b051d9_6e95a18a_1_windows
render/cache/5142abd8_e1b051d9_69940a84_0_windows
render/cache/5142abd8_e1b051d9_69940a84_1_windows
render/cache/564442de_f9e6da_6e95a18a_0_windows
render/cache/564442de_f9e6da_6e95a18a_1_windows
render/cache/5142abd8_f9e6da_69940a84_0_windows
render/cache/5142abd8_f9e6da_69940a84_1_windows
render/cache/564442de_f190e29_6e95a18a_0_windows
render/cache/564442de_f190e29_6e95a18a_1_windows
render/cache/5142abd8_f190e29_69940a84_0_windows
render/cache/5142abd8_f190e29_69940a84_1_windows
render/cache/5142abd8_d77e5f14_69940a84_0_windows


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 Post subject: Re: Sine Mora (XBLA) *.bin
PostPosted: Mon Nov 12, 2012 2:00 am 
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Thanks for the script! :)

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 Post subject: Re: Sine Mora (XBLA) *.bin
PostPosted: Mon Nov 12, 2012 3:00 am 
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Here's my enhanced script with correct termination, type detection and some other minor changes. =)

Code:
# Sine Mora (BIN format)
#
# Base script by Ekey (h4x0r) 0.1
# http://www.progamercity.net
#
# Enhancements by AlphaTwentyThree
#
# script for QuickBMS http://quickbms.aluigi.org


include "func_getTYPE.bms"
comtype LZ4
get FSIZE asize
for
   get HASH1 long
   get HASH2 long
   get UNK long
   get SIZE long
   get ZSIZE long
   savepos OFFSET
   if ZSIZE == SIZE
      log MEMORY_FILE OFFSET ZSIZE
   else
      clog MEMORY_FILE OFFSET ZSIZE SIZE
   endif
   get NAME basename
   string NAME += "/"
   string HASH1 p= "%08x" HASH1
   string HASH2 p= "%08x" HASH2
   string NAME += HASH1
   string NAME += "_"
   string NAME += HASH2
   callfunction getTYPE 1
   string NAME += EXT
   get SIZE asize MEMORY_FILE
   log NAME 0 SIZE MEMORY_FILE
   math OFFSET += ZSIZE
   if OFFSET < FSIZE
      goto OFFSET
   else
      cleanexit
   endif
next

You can find my func_getTYPE.bms here: viewtopic.php?f=13&p=69577#p69577 (needed revision: 2012-11-12 and up).

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 Post subject: Re: Sine Mora (XBLA) *.bin
PostPosted: Mon Nov 12, 2012 3:04 am 
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can anybody make screenshot of any unpacked texture?


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 Post subject: Re: Sine Mora (XBLA) *.bin
PostPosted: Mon Nov 12, 2012 4:39 pm 
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Some textures after decompress are cut off :scaredy:


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 Post subject: Re: Sine Mora (XBLA) *.bin
PostPosted: Mon Nov 12, 2012 4:43 pm 
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Ekey wrote:
Some textures...

some = all, textures = files, because
Quote:
quickbms 0.5.15b have a error in LZ4 part, files are unpacked with "compressed" sizes
;)

who know how to contact aluigy?


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 Post subject: Re: Sine Mora (XBLA) *.bin
PostPosted: Mon Nov 12, 2012 7:19 pm 
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dunno text files decompressed good.

Code:
e-mail: aluigi@autistici.org
web:    aluigi.org


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 Post subject: Re: Sine Mora (XBLA) *.bin
PostPosted: Tue Nov 13, 2012 5:21 pm 
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There are segments of the music missing I've found as well.


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