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[PS2] Wild Arms 3 .bin archive

Posted: Fri Aug 09, 2013 10:32 pm
by SmashFan127
Hello, people.

I have become very interested in the models of characters and enemies in the PS2 RPG Wild Arms 3, and I would like some assistance on research for unpacking the models that might be inside the BTLMON.BIN file. Anyone interested?

https://www.dropbox.com/s/yeyvkc5ycpat06j/BTLMON.BIN

Re: [PS2] Wild Arms 3 .bin archive

Posted: Thu Nov 21, 2013 10:04 pm
by SmashFan127
My sincerest apologies for this bump, but is there anyone out there who can help?

Re: [PS2] Wild Arms 3 .bin archive

Posted: Thu Nov 21, 2013 10:46 pm
by shakotay2
Maybe you should post a hexdump of the first 1024 (=64x16) bytes of BTLMON.BIN.

Re: [PS2] Wild Arms 3 .bin archive

Posted: Fri Nov 22, 2013 1:05 am
by SmashFan127
shakotay2 wrote:Maybe you should post a hexdump of the first 1024 (=64x16) bytes of BTLMON.BIN.
I'm sorry if I sound stupid here, but where can I find a program to perform such hexdump?

Re: [PS2] Wild Arms 3 .bin archive

Posted: Fri Nov 22, 2013 1:27 am
by shakotay2
any hex editor will do

Re: [PS2] Wild Arms 3 .bin archive

Posted: Fri Nov 22, 2013 1:56 am
by SmashFan127
http://www.mediafire.com/view/wdxb5q57b ... 000001.txt

Is this piece good for you, or do I have to do something else with HxD?

Re: [PS2] Wild Arms 3 .bin archive

Posted: Fri Nov 22, 2013 2:29 am
by shakotay2
just open the file. The pic should look like this:
Image (edit: with other values of course since this is an example file only)

Re: [PS2] Wild Arms 3 .bin archive

Posted: Fri Nov 22, 2013 2:49 am
by SmashFan127
http://www.mediafire.com/view/h7al22e2q ... review.png

These could be different .BIN files.

Either way, here's to the end of 000100

Re: [PS2] Wild Arms 3 .bin archive

Posted: Fri Nov 22, 2013 9:39 am
by shakotay2
thx.
These could be different .BIN files.
Of course they are.
Either way, here's to the end of 000100
As you can see this won't help since there are too many zeroes. You'll have to post another part from the next address after 0x100 where are less zeroes.

And at least 0x400 bytes are required. Or more maybe 0x800 or 0x1000 (4096 bytes).

Re: [PS2] Wild Arms 3 .bin archive

Posted: Fri Nov 22, 2013 10:28 pm
by SmashFan127
http://www.mediafire.com/view/0b7g7yb35 ... 20dots.png

Does not resume until 0x230, but I am sure this would be satisfying.

Re: [PS2] Wild Arms 3 .bin archive

Posted: Fri Nov 22, 2013 11:12 pm
by shakotay2
I'm unsure whether this is a compressed file because of the regular patterns.
Maybe you should load the bin into TextureFinder to see whether/where texture are included.

Is there plain ASCII text in the bin?

Re: [PS2] Wild Arms 3 .bin archive

Posted: Fri Nov 22, 2013 11:31 pm
by SmashFan127
shakotay2 wrote:I'm unsure whether this is a compressed file because of the regular patterns.
Maybe you should load the bin into TextureFinder to see whether/where texture are included.

Is there plain ASCII text in the bin?
http://www.mediafire.com/view/28b19s6qa ... esults.png

There seems to be some sort of info in this file, took this at the beginning offset.

http://www.mediafire.com/view/w8wv668fd ... %25201.png

Here are the results starting at offset 0x200

Re: [PS2] Wild Arms 3 .bin archive

Posted: Sat Nov 23, 2013 12:06 am
by shakotay2
well, looks like there are no textures contained.
(I guess you tried all radio buttons, also the DXT ones, several widths 256, 128, 64?)

(And of course you scrolled down in the data, didn't you? :D )

For the ASCII, well I meant is there something readable, such as filenames, bonenames (bip01) or anything else?

Re: [PS2] Wild Arms 3 .bin archive

Posted: Sat Nov 23, 2013 12:37 am
by SmashFan127
http://www.mediafire.com/view/lz551rkva ... %25201.png

Well, I found some textures in the BTLODT.BIN file, but no bones like you said appear in ASCII.

Re: [PS2] Wild Arms 3 .bin archive

Posted: Fri Nov 29, 2013 5:58 am
by SmashFan127
My apologies for the bump.