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 Post subject: Re: My quickBMS scripts
PostPosted: Fri Jan 18, 2013 10:57 am 
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can someone know how to edit the sbs et sbr files from fifa games ?

i would edit this files for pc version and xbox version of fifa 13 to change the audio ..the sbs contains probably xma files



here the exemple of the two files.

if someone could transform this ..thks a lot

http://www.datafilehost.com/download-5b1f42f3.html

THANKS A LOT .i think the files contains xma

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 Post subject: Re: My quickBMS scripts
PostPosted: Mon Jan 21, 2013 12:19 pm 
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AlphaTwentyThree wrote:
Researchman wrote:
Works if .pck archives dont have much files. Problem .pcks - sounds_eng.pck, sounds_sfx.pck (Assasin`s Creed III (Xbox 360)). QuickBMS error - this BMS script uses more array elements than how much supported (0.5.15b).
Dont work with soundstream.pck (Halo 4) - dont do extracting (extracted 0 files from 0).
Without samples, I can't check the new script I'm afraid... :-\


Mr. Alpha, I have provided a 5 MB sample of the PC version of AC3 sounds_sfx.pck I hope it helps to make the script work on PC ver. :)

http://www.mediafire.com/?u89884l48xpy3ky


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 Post subject: Re: My quickBMS scripts
PostPosted: Thu May 16, 2013 9:31 pm 
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Dont sure, but I dont found func_header_CDXA.bms(use addCDXAheader.bms from here - viewtopic.php?f=13&p=40162#p40162 ).

Try use Playstation XA extractor on XA_STR from japan version 1.0 of Castlevania: Symphony of the Night, but its dont work. Maybe because, in this file contain some SEQ files(PS1 MIDI).


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 Post subject: Re: My quickBMS scripts
PostPosted: Wed Jun 26, 2013 5:16 pm 
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Buzz! The Sports Quiz (PS2, 2006)

Code:
# extracts the *.PAK files from "Buzz! The Sports Quiz" (PS2, 2006)
# (c) 2013-06-26 by AlphaTwentyThree of XeNTaX

idstring BPAK
get OFF_DATA long
goto 0x10
get FILES long
get TOC long
goto TOC
for i = 0 < FILES
   get CRC long
   get OFF_NAME long
   get OFFSET long
   get SIZE long
   savepos MYOFF
   goto OFF_NAME
   get NAME string
   goto MYOFF
   log NAME OFFSET SIZE
next i

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 Post subject: Re: My quickBMS scripts
PostPosted: Fri Jun 28, 2013 10:27 am 
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Baldur's Gate: Dark Alliance (PS2) - *.GOB/*.LMP

Code:
# extracts *.GOB archives from "Baldur's Gate: Dark Alliance" (PS2)
# (c) 2013-06-28 by AlphaTwentyThree of XeNTaX

for
   getDstring NAME 0x20
   get OFFSET long
   get SIZE long
   if NAME == ""
      cleanexit
   endif
   log NAME OFFSET SIZE
next


Code:
# extracts *.LMP archives from "Baldur's Gate: Dark Alliance" (PS2)
# (c) 2013-06-28 by AlphaTwentyThree of XeNTaX

get FILES long
for i = 1 <= FILES
   getDstring NAME 0x38
   get OFFSET long
   get SIZE long
   log NAME OFFSET SIZE
next i

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Last edited by AlphaTwentyThree on Fri Jun 28, 2013 4:19 pm, edited 1 time in total.

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 Post subject: Re: My quickBMS scripts
PostPosted: Fri Jun 28, 2013 10:34 am 
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AlphaTwentyThree wrote:
Baldur's Gate: Dark Alliane (PS2) - *.GOB/*.LMP


That's supposed to be "Dark Alliance", right? :wink:

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 Post subject: Re: My quickBMS scripts
PostPosted: Fri Jun 28, 2013 4:20 pm 
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of course - changed. ;)

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 Post subject: Re: My quickBMS scripts
PostPosted: Wed Jul 03, 2013 11:49 am 
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Baldur's Gate: Dark Alliance (GC) - *.lmp

Structure is similar to the PS2 lmp files, only big endian and with an identifier. Those lmp files hold most of the game's files.

Code:
# extracts the *.lmp archives from
# Baldur's Gate: Dark Alliance (Gamecube, 2001)
# (c) 2013-07-03 by AlphaTwentyThree of XeNTaX

endian big
idstring LUMP
get FILES long
get BNAME basename
string BNAME += "/"
for i = 1 <= FILES
   getDstring NAME 0x38
   get OFFSET long
   get SIZE long
   set WNAME BNAME
   string WNAME += NAME
   log WNAME OFFSET SIZE
next i

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 Post subject: Re: My quickBMS scripts
PostPosted: Tue Jul 09, 2013 8:18 am 
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UPDATE

Just made another update of func_getTYPE.bms with some more file types and heuristics.

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 Post subject: Re: My quickBMS scripts
PostPosted: Sat Jul 27, 2013 11:48 am 
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here are .snd files that show ripple shapes data :
viewtopic.php?f=16&t=10632

i want to see , how you will write a Qbms script for extracting of wave from them ?
What a wonderful this would be for me , because my knowledge on sound data is low ...
just as a teaching session !

Yours sincerely :keke:

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 Post subject: Re: My quickBMS scripts
PostPosted: Sat Jul 27, 2013 2:51 pm 
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shekofte wrote:
here are .snd files that show ripple shapes data :
viewtopic.php?f=16&t=10632

i want to see , how you will write a Qbms script for extracting of wave from them ?
What a wonderful this would be for me , because my knowledge on sound data is low ...
just as a teaching session !

Yours sincerely :keke:

Well, these are .VAB archives with PS2 ADPCM streams inside. Can't remember if I ever wrote an extractor for these. ATM I don't have time but for all I can see at first glance the format isn't complicated.

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 Post subject: Re: My quickBMS scripts
PostPosted: Sat Jul 27, 2013 4:03 pm 
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AlphaTwentyThree wrote:
shekofte wrote:
here are .snd files that show ripple shapes data :
viewtopic.php?f=16&t=10632

i want to see , how you will write a Qbms script for extracting of wave from them ?
What a wonderful this would be for me , because my knowledge on sound data is low ...
just as a teaching session !

Yours sincerely :keke:

Well, these are .VAB archives with PS2 ADPCM streams inside. Can't remember if I ever wrote an extractor for these. ATM I don't have time but for all I can see at first glance the format isn't complicated.


anyway thanks for your allusion :erm:

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 Post subject: Re: My quickBMS scripts
PostPosted: Thu Aug 15, 2013 6:48 pm 
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Culpa Innata (2007) PC - *.sfs

Different from the sfs files of IL-2.

Code:
# extracts the SFS containers from Culpa Innata (PC, 2007)
# (c) 2013-08-15 by AlphaTwentyThree of XeNTaX

idstring "SFS1"
get FILES short
for i = 1 <= FILES
   get NAMEL short
   getDstring NAME NAMEL
   get OFFSET long
   savepos MYOFF
   goto OFFSET
   get SIZE long
   math OFFSET += 4
   goto MYOFF
   log NAME OFFSET SIZE
next i

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 Post subject: Re: My quickBMS scripts
PostPosted: Wed Aug 21, 2013 1:24 pm 
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Half-Life (2001) PS2 - *.pak

Code:
# extracts *.PAK archives from the PS2 version of Half-Life
#(c) 2013-08-21 by AlphaTwentyThree of XeNTaX

idstring PACK
get NAMESOFF long
get FILES long
goto NAMESOFF
for i = 1 <= FILES
   getDstring NAME 0x38
   get OFFSET long
   get SIZE long
   log NAME OFFSET SIZE
next i

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 Post subject: Re: My quickBMS scripts
PostPosted: Fri Aug 30, 2013 10:04 pm 
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Glacier engine - WHD/WAV pairs

Games like the Hitman series, Freedom Fighters or Kane & Lynch. You will need to put all whd/wav pairs as well as the streams.wav (if available) into the same folder.
Not all tested, though. So if you have problems with any of the Glacier games, post here.

Code:
# extracts the WHD/WAV pairs from the Glacier engine
# needs the streams.wav in the same folder as the whd/wav pair(s)
# tested with Hitman 2: Silent Assassin (Xbox, PS2)
# (c) 2013-08-30 by AlphaTwentyThree of XeNTaX
# script for QuickBMS http://quickbms.aluigi.org

open FDDE WHD 0
open FDDE WAV 1
open FDSE "streams.wav" 2 EXISTS
if EXISTS == 0
   open FDSE "STREAMS.WAV" 2 EXISTS
endif
get TOCSIZE long 0
get WHDSIZE long 0
if WHDSIZE == 0x18
   cleanexit
endif
get UNK longlong 0
do
   get NAME string 0
   savepos MYOFF 0
   math MYOFF x= 4
   goto MYOFF 0
   get UNK long 0
   get UNK long 0
   get CODEC threebyte 0
   get FILE byte 0
   get FREQ long 0
   get BITS long 0
   get UNK long 0
   get SIZE long 0
   get CH long 0
   get OFFSET long 0
   get UNK long 0
   get INTERLEAVE long 0
   get UNK long 0
   savepos MYOFF 0
   if FILE == 0
      if CODEC == 0x69
         string NAME += ".lwav"
         callfunction XADP 1
      elif CODEC == 1
         set BLOCKALIGN 4
         callfunction PCM_1 1
      elif CODEC == 0x12
         string NAME += ".genh"
         set CODEC 9
         if CH == 1
            set INTERLEAVE 0
         endif
         callfunction GENH 1
      else
         print "Error: unknown codec. Aborting..."
         cleanexit
      endif
   elif FILE == 0x80
      if EXISTS == 1
         set BLOCKALIGN 4
         callfunction PCM_2 1
      endif
   endif
while MYOFF < TOCSIZE

startfunction XADP
   set MEMORY_FILE binary "\x52\x49\x46\x46\x18\x51\xa3\x0\x57\x41\x56\x45\x66\x6d\x74\x20\x14\x0\x0\x0\x69\x0\x2\x0\x44\xac\x0\x0\xcc\xc1\x0\x0\x48\x0\x4\x0\x2\x0\x40\x0\x64\x61\x74\x61\xf0\x50\xa3\x0"
   set RIFFSIZE SIZE
   math RIFFSIZE += 0x28
   putVarChr MEMORY_FILE 0x04 RIFFSIZE long
   putVarChr MEMORY_FILE 0x16 CH byte
   putVarChr MEMORY_FILE 0x18 FREQ long
   set VAR1 0x3073
   math VAR1 *= CH
   if FREQ == 48000
      math VAR1 *= 44100
   else
      math VAR1 *= FREQ
   endif
   math VAR1 /= 22050
   putVarChr MEMORY_FILE 0x1c VAR1 long   
   set VAR2 0x24
   math VAR2 *= CH
   putVarChr MEMORY_FILE 0x20 VAR2 short
   putVarChr MEMORY_FILE 0x2c SIZE long
   append
   log MEMORY_FILE OFFSET SIZE 1
   append
   if NAME == ""
      get NAME basename
      string NAME += ".lwav"
   endif
   get SIZE asize MEMORY_FILE
   log NAME 0 SIZE MEMORY_FILE
endfunction

startfunction PCM_1
   set PRE SIZE
   math PRE += 0x2c
   putVarChr MEMORY_FILE PRE 0
   log MEMORY_FILE 0 0
   set MEMORY_FILE binary "\x52\x49\x46\x46\x20\xC0\xB1\x00\x57\x41\x56\x45\x66\x6D\x74\x20\x10\x00\x00\x00\x01\x00\x02\x00\x44\xAC\x00\x00\x10\xB1\x02\x00\x04\x00\x10\x00\x64\x61\x74\x61\xFC\xBF\xB1\x00"
   append
   log MEMORY_FILE OFFSET SIZE 1
   append
   set RIFFSIZE SIZE
   math RIFFSIZE += 36
   set AVGBYTES FREQ
   if CODEC != 2
      math AVGBYTES *= BLOCKALIGN
   endif
   
   putvarchr MEMORY_FILE 0x04 RIFFSIZE long
   putvarchr MEMORY_FILE 0x14 CODEC short
   putvarchr MEMORY_FILE 0x16 CH short
   putvarchr MEMORY_FILE 0x18 FREQ short
   putvarchr MEMORY_FILE 0x1c AVGBYTES long
   putvarchr MEMORY_FILE 0x20 BLOCKALIGN short
   putvarchr MEMORY_FILE 0x22 BITS short
   putvarchr MEMORY_FILE 0x28 SIZE long
   if NAME == ""
      get NAME basename
      string NAME += ".wav"
   endif
   get SIZE asize MEMORY_FILE
   log NAME 0 SIZE MEMORY_FILE
endfunction

startfunction PCM_2
   set PRE SIZE
   math PRE += 0x2c
   putVarChr MEMORY_FILE PRE 0
   log MEMORY_FILE 0 0
   set MEMORY_FILE binary "\x52\x49\x46\x46\x20\xC0\xB1\x00\x57\x41\x56\x45\x66\x6D\x74\x20\x10\x00\x00\x00\x01\x00\x02\x00\x44\xAC\x00\x00\x10\xB1\x02\x00\x04\x00\x10\x00\x64\x61\x74\x61\xFC\xBF\xB1\x00"
   append
   log MEMORY_FILE OFFSET SIZE 2
   append
   set RIFFSIZE SIZE
   math RIFFSIZE += 36
   set AVGBYTES FREQ
   if CODEC != 2
      math AVGBYTES *= BLOCKALIGN
   endif
   
   putvarchr MEMORY_FILE 0x04 RIFFSIZE long
   putvarchr MEMORY_FILE 0x14 CODEC short
   putvarchr MEMORY_FILE 0x16 CH short
   putvarchr MEMORY_FILE 0x18 FREQ short
   putvarchr MEMORY_FILE 0x1c AVGBYTES long
   putvarchr MEMORY_FILE 0x20 BLOCKALIGN short
   putvarchr MEMORY_FILE 0x22 BITS short
   putvarchr MEMORY_FILE 0x28 SIZE long
   if NAME == ""
      get NAME basename
      string NAME += ".wav"
   endif
   get SIZE asize MEMORY_FILE
   log NAME 0 SIZE MEMORY_FILE
endfunction

startfunction GENH
   set SAMPLES SIZE
   math SAMPLES *= 8
   math SAMPLES /= BITS

   set FSIZE SIZE
   math FSIZE += 0x1000
   putVarChr MEMORY_FILE FSIZE 0
   log MEMORY_FILE 0 0
   putVarChr MEMORY_FILE 0 0x484e4547 long
   putVarChr MEMORY_FILE 0x4 CH long
   putVarChr MEMORY_FILE 0x8 INTERLEAVE long
   putVarChr MEMORY_FILE 0xc FREQ long
   putVarChr MEMORY_FILE 0x10 0xffffffff long
   putVarChr MEMORY_FILE 0x14 SAMPLES long
   putVarChr MEMORY_FILE 0x18 CODEC long
   putVarChr MEMORY_FILE 0x1c 0x1000 long # offset; == stream start if no header
   putVarChr MEMORY_FILE 0x20 0x1000 long
   putVarChr MEMORY_FILE 0x300 FSIZE long
   putVarChr MEMORY_FILE 0x304 0x32304756 long
   putVarChr MEMORY_FILE 0xfff 0 byte
   math FSIZE -= 0x1000
   append
   log MEMORY_FILE OFFSET FSIZE 1
   append
   get SIZE asize MEMORY_FILE
   log NAME 0 SIZE MEMORY_FILE
endfunction



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