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Search found 982 matches
- Mon Sep 03, 2012 7:59 pm
- Forum: Code Talk
- Topic: My quickBMS scripts
- Replies: 489
- Views: 506084
Re: My quickBMS scripts
file deinterleaver (new version) Split files into alternating blocks of the same size. Used when manipulating audio formats with more than one channel. E.g. stereo wave streams have an interleave of 2 bytes, i.e. each two bytes the channel information switches 2xL,2xR,2xL and so on. The blocksize o...
- Mon Sep 03, 2012 7:07 pm
- Forum: Audio file formats
- Topic: Prototype
- Replies: 25
- Views: 14136
Re: Prototype
Actually, the p3d files from Prototype II don't play... And yes, radp2wav.exe doesn't convert the files properly (at least stereo doesn't work like it should)
- Sun Sep 02, 2012 3:57 pm
- Forum: Audio file formats
- Topic: Darkwind: War on Wheels - ogg variant
- Replies: 7
- Views: 2318
Darkwind: War on Wheels - ogg variant
Hi everybody! I'm having problems getting the music from Darkwind: War on Wheels. No idea what kind of oggs these are. You can download the client here: http://www.dark-wind.com/doDownloads.php?file=exe. Maybe you have to register. Here's a screenshot of the header: http://img401.imageshack.us/img40...
- Thu Aug 30, 2012 12:49 pm
- Forum: Code Talk
- Topic: My quickBMS scripts
- Replies: 489
- Views: 506084
Re: My quickBMS scripts
Dark Souls bdt/bhd5 extractor This is the same type of archive than the one used in Armored Core V, just little endian. Somehow I got an error with the old script minus the "endian big", so I wrote a new one which works. ;) Be sure to grab the newest func_getTYPE.bms (http://forum.xentax....
- Tue Aug 28, 2012 6:34 pm
- Forum: Code Talk
- Topic: My quickBMS scripts
- Replies: 489
- Views: 506084
Re: My quickBMS scripts
XOR test Just writes the first 2KB of a given file with 1 < XOR < 256 to determine the needed setting for a future parser more easily. You can change the setting if you want to. Exremely simple script practically not really worth posting - but for those who are totally lost, get it here. ;) for i =...
- Tue Aug 28, 2012 5:27 pm
- Forum: Code Talk
- Topic: My quickBMS scripts
- Replies: 489
- Views: 506084
Re: My quickBMS scripts
Unity3D Engine *.assets extractor Couldn't find an extractor anywhere, so I wrote my own. :) Long overdue but wasn't motivated enough to go through the pain of the format. ;) If you experience any problems, pm me and I'll take a look. The outsorted file types are only the ones I found. Else, if any...
- Tue Aug 28, 2012 3:45 pm
- Forum: Code Talk
- Topic: My quickBMS scripts
- Replies: 489
- Views: 506084
Re: My quickBMS scripts
hehe, cool - will change the link in the topic starter. 
- Mon Aug 27, 2012 8:36 pm
- Forum: Code Talk
- Topic: My quickBMS scripts
- Replies: 489
- Views: 506084
Re: My quickBMS scripts
MJZ extractor If anyone encounters another game that uses this format, let me know. :) # extracts MJZ0 files (e.g. Luxor Evolved) # (c) 2012-08-27 by AlphaTwentyThree of XeNTax comtype "COMP_ZLIB_NOERROR" idstring "MJZ0" get UNK long get FILES long get ENTRIES long for i = 1 <= ...
- Sun Aug 26, 2012 11:54 pm
- Forum: Code Talk
- Topic: My quickBMS scripts
- Replies: 489
- Views: 506084
Re: My quickBMS scripts
Just found out that my pak script for Jagged Alliance: Back in Action also works for the new Jagged Alliance: Crossfire! 
- Mon Aug 20, 2012 10:14 pm
- Forum: Code Talk
- Topic: My quickBMS scripts
- Replies: 489
- Views: 506084
Re: My quickBMS scripts
Zak & Jack in Showdown at Monstertown (PC, 2006) - resources.pak extractor # extract the resources.pak from Zak & Jack in Showdown at Monstertown (PC, 2006) # (c) 2012-08-20 by AlphaTwentyThree of XeNTaX get DUMMY long get FILES long get NAMEOFF long math NAMEOFF += 0x10 get ZERO long for i...
- Thu Aug 16, 2012 8:43 pm
- Forum: Code Talk
- Topic: My quickBMS scripts
- Replies: 489
- Views: 506084
Re: My quickBMS scripts
Sleeping Dogs (Xbox 360) - SFX.pck extractor First folder contains sfx, the second one music and ambients. # extract the SFX.pck from Sleeping Dogs (Xbox 360) # (c) 0212-08-16 by AlphaTwentyThree of XeNTaX include "func_getTYPE.bms" idstring "AKPK" endian big goto 0x28 set FOLDE...
- Thu Aug 16, 2012 8:33 pm
- Forum: Code Talk
- Topic: My quickBMS scripts
- Replies: 489
- Views: 506084
Re: My quickBMS scripts
Wave cue extractor and injector Needed when decoding from non-standard wave headers to save the cue marker section. Can be imported with the second script later-on. Very practical if you want to add comments to a compressed file, e.g. mp3 or ogg. Just take the decoded file, add your markers and exp...
- Thu Aug 16, 2012 10:19 am
- Forum: Code Talk
- Topic: My quickBMS scripts
- Replies: 489
- Views: 506084
Re: My quickBMS scripts
Darksiders II *.pck extractor Don't forget the current func_getTYPE.bms: http://forum.xentax.com/viewtopic.php?f=13&p=69577#p69577 # extracts the *.pck archives from Darksiders II (Xbox 360) # (c) 2012-08-16 by AlphaTwentyThree of XeNTaX include "func_getTYPE.bms" idstring "AKPK&...
- Fri Aug 10, 2012 2:49 pm
- Forum: Code Talk
- Topic: My quickBMS scripts
- Replies: 489
- Views: 506084
Re: My quickBMS scripts
The Animals! (Sega CD) - MEDIA.RES extractor One of the few Sega CD games that doesn't contain audio tracks. The MEDIA.RES can only be extracted with IsoBuster as the file system is non-standard. And yes, those *.seg movies can be demultiplexed with my tool. :) # extracts the MEDIA.RES from "T...
- Thu Aug 09, 2012 1:21 am
- Forum: Code Talk
- Topic: My quickBMS scripts
- Replies: 489
- Views: 506084
Re: My quickBMS scripts
UPDATE
Just made a major update for my CPK/SEG movie 'FILM' id audio extractor (Saturn/Sega CD).
The previous version eventually produced wrong results.
Just made a major update for my CPK/SEG movie 'FILM' id audio extractor (Saturn/Sega CD).
