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Search found 171 matches

by DKDave
Mon Nov 18, 2019 5:48 pm
Forum: Audio file formats
Topic: Bank extract not working
Replies: 12
Views: 725

Re: Bank extract not working

There are no more FSBs in that archive. There are lots of other bits of audio in Apple Quicktime format. I may be able to do an extractor if I can figure out the format!
by DKDave
Mon Nov 18, 2019 1:09 am
Forum: Game Archive
Topic: Elsword files
Replies: 3
Views: 311

Re: Elsword files

The second file on the list is just one compressed file - you can use this QuickBMS script to decompress it:

Comtype MSZIP

GetDString FILENAME 0x10
Get SIZE Long
Set OFFSET Long 0x14
Get ZSIZE asize
Math ZSIZE - 0x14

CLog FILENAME OFFSET ZSIZE SIZE
by DKDave
Sun Nov 17, 2019 1:00 pm
Forum: Audio file formats
Topic: Bomberman Series Sound Effects
Replies: 11
Views: 911

Re: Bomberman Series Sound Effects

Hello again!

I'm guessing it's an archive. Can you upload one of them so we can check?
by DKDave
Sat Nov 16, 2019 11:32 pm
Forum: Audio file formats
Topic: Bank extract not working
Replies: 12
Views: 725

Re: Bank extract not working

It seems like there's other data in the archive, so the FSB file is only a very small part of it. The rest is made up of lots of other bits of data, some of which looks like audio.
by DKDave
Mon Nov 11, 2019 9:12 pm
Forum: Audio file formats
Topic: Wheel Of Fortune / Jeopardy PS2 .DAT sound archive
Replies: 2
Views: 289

Re: Wheel Of Fortune / Jeopardy PS2 .DAT sound archive

This QuickBMS script will extract the audio files: # Wheel Of Fortune / Jeopardy (PS2) # By Dave, 2019 Endian Big IDString "SPAK" For FindLoc OFFSET String "VAGp" If OFFSET = 0 Break Endif Goto OFFSET Get JUNK Long Get JUNK Long Get JUNK Long Get SIZE Long Math SIZE + 0x20 Get JUNK Long Get JUNK Lon...
by DKDave
Tue Nov 05, 2019 12:01 pm
Forum: Game Archive
Topic: Pursuit Force (PSP) .PAK - Files
Replies: 2
Views: 276

Re: Pursuit Force (PSP) .PAK - Files

Try this QuickBMS script: # Pursuit Force - ALL.PAK extract # By Dave, 2019 IDString "\x02PAK" Goto 0x4 Get ENTRIES Long Set FILE_TABLE 0x8C XMath TEXT_TABLE "FILE_TABLE + (ENTRIES * 0x10)" For A = 1 to ENTRIES Goto FILE_TABLE Get OFFSET Long Get SIZE Long Get MISC1 Long Get TEXT_OFFSET Long Math TE...
by DKDave
Tue Nov 05, 2019 1:09 am
Forum: Audio file formats
Topic: RE6 Switch Audio Format
Replies: 3
Views: 479

Re: RE6 Switch Audio Format

It seems the sample rate of 48,000 in the files is too fast. 32,000 should probably be the right value for all of the sounds. There are some values in the file table in the .arc file - seems to be 0x597BC479 for most files. This info might be some flags about the audio data, including the correct sa...
by DKDave
Sun Nov 03, 2019 1:09 am
Forum: Audio file formats
Topic: RE6 Switch Audio Format
Replies: 3
Views: 479

Re: RE6 Switch Audio Format

Once the files in the archive are decompressed (zlib compression), the audio is in GameCube DSP 4-bit ADPCM format. The files all seem to be mono, so you have the coefficients at offset 0x18 and the audio data at 0x80. The sample rate is at 0x64. The coefficient type is Normal (Little Endian). Hope ...
by DKDave
Sun Nov 03, 2019 12:36 am
Forum: Game Archive
Topic: Headhunter (Dreamcast) .AHF file
Replies: 1
Views: 303

Re: Headhunter (Dreamcast) .AHF file

Try this QuickBMS script: # Headhunter (Dreamcast) # By Dave, 2019 IDString "AHFF" Goto 0x0008 Get ENTRIES Long Get NAME_SIZES Long Math NAME_SIZES + 0x10 For A = 1 to ENTRIES Goto NAME_SIZES Get FILE_ENTRY Long Math FILE_ENTRY + 0x10 Goto FILE_ENTRY Get OFFSET Long Get SIZE Long Get MISC Long Get F...
by DKDave
Mon Oct 28, 2019 5:46 pm
Forum: Game Archive
Topic: [HELP] Luigi's Mansion 3 .DATA file
Replies: 25
Views: 2660

Re: [HELP] Luigi's Mansion 3 .DATA file

I just dumped the files in .DICT order.

If you add the line: Print "Source: %SOURCE%" after the Clog line, you can see which archive the files are from (1=.data, 2=.debug, 3=.nxpc)

So, files 59, 60 and 61 are from .nxpc, which looks to be about 500 MB of data.
by DKDave
Mon Oct 28, 2019 12:30 am
Forum: Game Archive
Topic: [HELP] Luigi's Mansion 3 .DATA file
Replies: 25
Views: 2660

Re: [HELP] Luigi's Mansion 3 .DATA file

You can use this QuickBMS script to extract and decompress the data - not sure yet how the filenames/folders are stored in the first table in the .DICT file so there's no proper filenames yet. # Luigi's Mansion 3 - .dict extract # By Dave, 2019 # Needs to be in same folder as global.dict, global.dat...
by DKDave
Sun Oct 27, 2019 2:59 pm
Forum: Game Archive
Topic: [HELP] Luigi's Mansion 3 .DATA file
Replies: 25
Views: 2660

Re: [HELP] Luigi's Mansion 3 .DATA file

Have you got the .dict file as well? There are a few thousand files in that .data archive by the look of it.
by DKDave
Sat Oct 12, 2019 1:05 pm
Forum: Game Archive
Topic: NDS: Last Window's .pack files
Replies: 1
Views: 450

Re: NDS: Last Window's .pack files

This script should extract and decompress the files. # Last Window extract # By Dave, 2019 ComType zlib Get JUNK Long Get ENTRIES Long REVERSELONG ENTRIES Get DATA_START Long REVERSELONG DATA_START Math DATA_START + 4 Get JUNK Long For A = 1 to ENTRIES Get LENGTH Byte GetDString FILENAME LENGTH Get ...
by DKDave
Thu Oct 10, 2019 12:04 am
Forum: Game Archive
Topic: The Sims 2 GC/PS2/.ARC files/sims2_arc.bms/sims2_gc.bms dont seem to work.
Replies: 2
Views: 583

Re: The Sims 2 GC/PS2/.ARC files/sims2_arc.bms/sims2_gc.bms dont seem to work.

This script will do the GameCube archive: # The Sims 2 - GameCube .arc extractor # By Dave, 2019 Endian Big Goto 0x10 Get ENTRIES Long For A = 1 to ENTRIES Get JUNK Long Get OFFSET Long Get SIZE Long Get FILENAME String String FILENAME + ".dsp" Get JUNK Long Get JUNK Long Log FILENAME OFFSET SIZE Ne...
by DKDave
Wed Oct 09, 2019 11:32 pm
Forum: Game Archive
Topic: Too Human (Xbox 360) Wwise *.BNK
Replies: 2
Views: 515

Re: Too Human (Xbox 360) Wwise *.BNK

I'm not sure exactly how the filenames are referenced, but my attached script should extract the audio files at least. Hope that helps for now!

Dave