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Search found 982 matches
- Mon Jul 05, 2010 12:27 pm
- Forum: Code Talk
- Topic: My quickBMS scripts
- Replies: 489
- Views: 506154
Re: My quickBMS scripts
FSB_scan.bms Simply scans a file for included FSB containers. The *.xxx files of many UT3-engine based games for example can't (yet) be extracted, so it's handy to scan them for FSB containers. And of course if you're too lazy to write your own bms script for a container but you only need the conte...
- Mon Jul 05, 2010 3:55 am
- Forum: Game Archive
- Topic: Prototype Install Music (PC)
- Replies: 7
- Views: 2412
Re: Prototype Install Music (PC)
Maybe I haven't been clear enough in my first post: I want the EXACT file that plays during the pre-install routine. It's contained somewhere inside the files I've uploaded because it plays when prototype.exe is executed. How can I extract the file out of the installation files? There are no *.rcf o...
- Sun Jul 04, 2010 11:45 pm
- Forum: Game Archive
- Topic: Prototype Install Music (PC)
- Replies: 7
- Views: 2412
Re: Prototype Install Music (PC)
http://blog.gib.me/2009/06/21/prototype/#comments Rick's blog comments contain useful stuff for the rcf and contained p3d files. thats how i decoded a few files. Sorry but I didn't upload files to get comments about a possible solution to another problem ! read the post download the files look at t...
- Sun Jul 04, 2010 11:31 pm
- Forum: Code Talk
- Topic: My quickBMS scripts
- Replies: 489
- Views: 506154
Re: My quickBMS scripts
RIFX_convert.bms This script changes the RIFX header to various other headers. Those RIFX files are normally contained inside Wwise *.bnk containers. endian big goto 0x14 get FORMAT short get ZERO byte get CH byte get FREQ long if FORMAT == 65534 # WAV set MEMORY_FILE binary "\x52\x49\x46\x46\...
- Sun Jul 04, 2010 3:26 pm
- Forum: Game Archive
- Topic: Prototype - multichannel XMA
- Replies: 1
- Views: 764
Prototype - multichannel XMA
The contents of this post was deleted because of possible forum rules violation.
- Sun Jul 04, 2010 2:46 pm
- Forum: Code Talk
- Topic: My quickBMS scripts
- Replies: 489
- Views: 506154
Re: My quickBMS scripts
Prototype *.p3d XMA2 extractor This script extracts the XMA2 stream from Prototype Xbox 360 *.p3d files. The resulting file needs to be rebuilt to XMA1 (the -r option of xma_parse). Adding a 48kHz stereo header with my script results in toWAV-decodable files. # *.p3d to XMA2 extractor # version 1.1...
- Sun Jul 04, 2010 1:25 pm
- Forum: Game Archive
- Topic: Prototype Install Music (PC)
- Replies: 7
- Views: 2412
Prototype Install Music (PC)
The contents of this post was deleted because of possible forum rules violation.
- Sun Jul 04, 2010 3:33 am
- Forum: Game Archive
- Topic: Transformers: Cybertron Adventures - *.xxx variant
- Replies: 10
- Views: 3271
Re: Transformers: Cybertron Adventures - *.xxx variant
Great news indeed! I'll be waiting patiently. 
- Sat Jul 03, 2010 11:57 pm
- Forum: Audio file formats
- Topic: Metal Gear Solid 3 Audio Format (Yes, Audio Format, not DAT)
- Replies: 28
- Views: 15236
Re: Metal Gear Solid 3 Audio Format (Yes, Audio Format, not DAT)
Has any one found out how to decode/convert the PCM files from the BGM.DAT file? I've taken a look at these files and I haven't seen anything similar before. I can surely say that because that MGS3 format is really noticeable with the 0x330-byte-sized blocks and the 0x80-fillers. I've scoured the n...
- Sat Jul 03, 2010 9:57 pm
- Forum: Game Archive
- Topic: Transformers: Cybertron Adventures - *.xxx variant
- Replies: 10
- Views: 3271
Re: Transformers: Cybertron Adventures - *.xxx variant
Doesn't work. If you had downloaded the samples you would have seen it yourself and wouldn't have needed to post here.
- Sat Jul 03, 2010 9:53 pm
- Forum: Code Talk
- Topic: My quickBMS scripts
- Replies: 489
- Views: 506154
Re: My quickBMS scripts
addCDXAheader.bms Adds a PSX ADPCM header to a headerless file. These files can be played with the vgmstream plugin for Winamp afterwards. # add a PSX ADPCM header to a headerless file # note: the format always has 37,800Hz and 2 channels set MEMORY_FILE binary "\x52\x49\x46\x46\xe4\x4\xbe\x2\...
- Sat Jul 03, 2010 2:32 am
- Forum: Game Archive
- Topic: Transformers: Cybertron Adventures - *.xxx variant
- Replies: 10
- Views: 3271
Transformers: Cybertron Adventures - *.xxx variant
The contents of this post was deleted because of possible forum rules violation.
- Fri Jul 02, 2010 1:50 pm
- Forum: Audio file formats
- Topic: HELP on discovering wave in sound files ?
- Replies: 1
- Views: 1154
Re: HELP on discovering wave in sound files ?
I haven't quite understood what you want to do. If you just want to interpret a file as RAW wave, just change the extension to *.raw and open it in an audio editor.
- Fri Jul 02, 2010 10:19 am
- Forum: Game Archive
- Topic: Crackdown 2 RIFX .PACK
- Replies: 8
- Views: 1879
Re: Crackdown 2 RIFX .PACK
Maybe your HD is full?
- Fri Jul 02, 2010 10:18 am
- Forum: Game Archive
- Topic: Battlefield: Bad Company - compressed *.fbrb containers
- Replies: 25
- Views: 11941
Re: Battlefield: Bad Company - compressed *.fbrb containers
EDIT: I took a look at the source code and the decompressed info and data files. I found out that your NAMESZ variable is actually a type offset. It also states if a file is deleted (the offset holds the string "*deleted*"), so you may want to update the main loop as follows: for i = 0 < F...
