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My quickBMS scripts

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AlphaTwentyThree
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Re: My quickBMS scripts

Post by AlphaTwentyThree » Tue May 29, 2012 12:04 am

sdu extractor for "The Suffering" (Xbox)
Uses my new version of the Xbox ADPCM header adder, so be sure to update that!
XMV movies can be converted with VGM Toolbox (at least in most cases).
Remember to decode the *.lwav files with toWAV because the vgmstream playback is errornous!

Code: Select all

# extract the *.sdu and *.vdu files from The Suffering (Xbox)
# (c) 2012-05-29 by AlphaTwentyThree of XeNTaX

include "func_header_XADP.bms" # be sure to have this file in the same directory!
idstring "SRSC"
get UNK byte
get UNK byte
get INFO long
get ENTRIES long # head/file/tail entries
goto INFO
get EXT extension
if EXT == "sdu"
	callfunction sdu 1
elif EXT == "vdu"
	callfunction vdu
endif


startfunction sdu
	for i = 1 <= ENTRIES
		get SIG byte # head/data/tail
		get UNK2 byte #always 3?
		get FILE_ID short
		get UNK4 short # some identifier
		get OFFSET long
		get SIZE long
		if SIG == 2
			if FILE_ID != 0
				savepos MYOFF
				math OFFSET += 0x2c
				goto OFFSET
				get CH short
				get BITS short # always 4
				get FREQ long
				goto MYOFF
			endif
		elif SIG == 4
			get NAME basename
			string NAME += "_"
			string NAME += FILE_ID
			#string NAME += "_"
			#string NAME += UNK4
			string NAME += ".lwav"
			callfunction XADP 1
		elif SIG == 5 # some file tail - do nothing?
		endif
	next i
endfunction

startfunction vdu
	for i = 1 <= ENTRIES
		get SIG byte # head/data/tail
		get UNK2 byte #always 3?
		get FILE_ID short
		get UNK4 short # some identifier
		get OFFSET long
		get SIZE long
		if SIG != 66
			get NAME basename
			string NAME += "_"
			string NAME += FILE_ID
			string NAME += ".xmv"
			if FILE_ID != 0
				log NAME OFFSET SIZE
			endif
		endif
	next i
endfunction
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Re: My quickBMS scripts

Post by AlphaTwentyThree » Tue May 29, 2012 2:11 pm

Midnight Mysteries 4: Haunted Houdini (PC) - Contents.dat extractor

Code: Select all

# extracts the Contents.dat from
# Midnight Mysteries 4: Haunted Houdini (PC)
# (c) 2012-05-29 by AlphaTwentyThree of XeNTaX

idstring \xce\xde\xed\xec
get UNK long
get INFO long
goto INFO
get FILES long
set NAMEBIAS FILES
math NAMEBIAS *= 0x10
math NAMEBIAS += INFO
math NAMEBIAS += 8

for i = 1 <= FILES
	get UNK long # always 0 or 1
	get OFFSET long
	get SIZE long
	get NAMEPOS long
	if SIZE != 0 # folder
		math NAMEPOS += NAMEBIAS
		savepos MYOFF
		goto NAMEPOS
		get NAME string
		goto MYOFF
		log NAME OFFSET SIZE
	endif
next i
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Re: My quickBMS scripts

Post by AlphaTwentyThree » Tue May 29, 2012 3:32 pm

Fable (Xbox) - lug/met soundbank extractor

Code: Select all

# extracts the *.lug/*.met pairs from Fable (Xbox)
# (c) 2012-05-29 by AlphaTwentyThree of XeNTaX

open FDDE met 0
open FDDE lug 1

get DUMMY long 0
get FILES long 0
goto 0 0
for i = 1 <= FILES
	get DUMMY long 0
	get DUMMY long 0
	get FILE_ID long 0
	get NAMEL long 0
	getDstring NAME NAMEL 0
	get SIZE long 0
	get OFFSET long 0
	get CH short 0
	get CODEC short 0
	get FREQ long 0
	log NAME OFFSET SIZE 1
next i
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Re: My quickBMS scripts

Post by AlphaTwentyThree » Tue May 29, 2012 5:05 pm

Max Payne Xbox sound extractor
Files without extension in the SPU.EMM are soundbanks containing the main sfx. Split at the 0x20 zero bytes and add an SS2 header.

Code: Select all

# extract *.emm/*.dir pairs of Max Payne (Xbox)
# (c) 2012-05-29 by AlphaTwentyThree of XeNTaX

open FDDE EMM 0
open FDDE DIR 1
get BNAME basename

get FILES long 1
for i = 1 <= FILES
	get NAME_CRC long 1
	if BNAME == "SOUND"
		get FREQ long 1
	endif
	get OFFSET long 1
	get SIZE long 1
	savepos MYOFF 1
	callfunction NAME 1
	goto OFFSET 0
	get IDENT long 0
	if IDENT == 0x70474156
		string NAME += ".vag"
	elif IDENT == 0x64685353
		string NAME += ".ss2"
	endif
	log NAME OFFSET SIZE 0
	goto MYOFF 1
next i

startfunction NAME
	get NAME basename 1
	string NAME += "_"
	if i < 100
		string NAME += "0"
	endif
	if i < 10
		string NAME += "0"
	endif
	string NAME += i
	string NAME_CRC p= "_0x%08x" NAME_CRC
	string NAME += NAME_CRC
endfunction
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Re: My quickBMS scripts

Post by AlphaTwentyThree » Wed May 30, 2012 12:35 am

Gun (Xbox) sound/music extractor

As far as I remember, the PC version uses the same structure but uses another codec. As soon as I get my hands on that one, I'll update this script. :)

Code: Select all

# extract the contents of the music_pcm and stream_pcm packets of Gun (Xbox)
# (c) 2012-05-30 by AlphaTwentyThree of XeNTaX

get BNAME basename
set NAME0 BNAME
set NAME1 BNAME
set NAME2 BNAME
string NAME0 += "0.wad"
string NAME1 += "1.wad"
string NAME2 += "2.wad"

open FDSE NAME0 1
open FDSE NAME1 2
if BNAME == "stream_pcm"
	open FDSE NAME2 3
endif
log MEMORY_FILE 0 0

idstring "PDAW" 0
get UNK long 0
get FILES long 0
get UNK long 0
for i = 1 <= FILES
	get NAME_CRC long 0
	get FILE long 0
	get OFFSET long 0
	get SIZE long 0
	get CODE short 0
	get CH short 0
	get FREQ long 0
	get UNK long 0
	get INTERLEAVE short 0
	get BITS short 0 # always 4 (Xbox ADPCM)
	get UNK long 0
	set NAME BNAME
	string NAME += "_"
	string NAME += i
	string REST p= "_0x%08x.lwav" NAME_CRC
	string NAME += REST
	if FILE == 0
		log MEMORY_FILE2 OFFSET SIZE 1
	elif FILE == 1
		log MEMORY_FILE2 OFFSET SIZE 2
	elif FILE == 2
		log MEMORY_FILE2 OFFSET SIZE 3
	endif
	savepos MYOFF 0
	callfunction XADP 1
	goto MYOFF 0
next i

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 0 SIZE MEMORY_FILE2
	append
	if NAME == ""
		get NAME basename
		string NAME += ".lwav"
	endif
	get SIZE asize MEMORY_FILE
	log NAME 0 SIZE MEMORY_FILE
endfunction
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Re: My quickBMS scripts

Post by AlphaTwentyThree » Wed May 30, 2012 1:38 am

Gun (Xbox 360) wad/dat sound extractor
Old script of mine. Not pretty but it did work back then. ;)

Code: Select all

# extracts the wad/dat pair of Gun (Xbox 360)
# (c) 2012-05-30 by AlphaTwentyThree of XeNTaX

endian big
open FDDE dat 0
open FDDE wad 1
get FILES long 0

for i = 1 <= FILES
	endian big
	set MEMORY_FILE binary "\x52\x49\x46\x46\xb8\x59\xa7\x00\x57\x41\x56\x45\x66\x6d\x74\x20\x20\x00\x00\x00\x65\x01\x10\x00\xd6\x10\x00\x00\x01\x00\x00\x03\xe3\x9a\x00\x00\x80\xbb\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x02\x02\x00\x64\x61\x74\x61\x00\x58\xa7\x00"
	get NAME_CRC long 0
	get OFFSET long 0
	get SIZE long 0
	get FREQ long 0
	get UNK byte 0
	get ZERO short 0
	get CH byte 0
	append
	log MEMORY_FILE OFFSET SIZE 1
	append
	set RIFFSIZE SIZE
	math RIFFSIZE += 0x34
	endian little
	putVarChr MEMORY_FILE 0x24 FREQ long
	putVarChr MEMORY_FILE 0x31 CH byte
	putVarChr MEMORY_FILE 0x04 RIFFSIZE long
	putVarChr MEMORY_FILE 0x38 SIZE long
	math SIZE += 0x3c
	get NAME basename 0
	string NAME += "_"
	string NAME += i
	string NAME += ".xma"
	log NAME 0 SIZE MEMORY_FILE
next i
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Re: My quickBMS scripts

Post by AlphaTwentyThree » Sat Jun 02, 2012 3:33 am

Tongas Pack extractor (supports v1, v2 & v3)

Works for all three versions. :)

Code: Select all

# extracts from Tongas Pack v1/2/3 *.PAK archives
# supported games:
# - 3D Ultra Minigolf Adventures (XBLA) v1
# - 3D Ultra Minigolf Adventures 2 (XBLA) v2
# - Arkadian Warriors (XBLA) v1
# - Assault Heroes (PC/XBLA) v1
# - Assault Heroes 2 (XBLA) v1
# - Ice Age 4: Continental Drift (Xbox 360) v3
# - Tetris (PS3/PSN) v3
#
# (c) 2012-07-01 by AlphaTwentyThree of XeNTaX

comtype COMP_LZMA_86HEAD
getDstring IDENT 13 # "tongas_pack_v" in v2 & v3
if IDENT == "00#%&W&N$(0FL"
	set VER 1
	goto 0x12
	get FILES long
else
	getDstring VER 5
	if VER == "20000"
		set VER 2
	elif VER == "30000"
		set VER 3
	else
		print "Tongas pack version not supported! PM me at XeNTaX!"
	endif
	get FILES long
	get UNK long
endif

for i = 1 <= FILES
	get OFFSET long
	get SIZE long
	if VER == 3
		get COMP long
	else
		set COMP 1
	endif
	get NAMEL long
	getDstring NAME NAMEl
	if VER == 1
		string NAME -= 4 # remove ".wzm" at end
	endif
	savepos MYOFF
	if COMP == 1
		goto OFFSET
		get UNK long
		get DUMMY byte
		get ZSIZE long
		math ZSIZE *= 0x10
		clog NAME OFFSET SIZE ZSIZE
	else
		log NAME OFFSET SIZE
	endif
	goto MYOFF
next i
Last edited by AlphaTwentyThree on Sun Jul 01, 2012 3:54 pm, edited 7 times in total.
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Re: My quickBMS scripts

Post by AlphaTwentyThree » Sat Jun 16, 2012 3:14 pm

Jagged Alliance: Back in Action / Jagged Alliance: Crossfire - PAK extractor
Works for the unencrypted files. :)

Code: Select all

# extracts pak files from Jagged Alliance: Back in Action and Crossfire (PC)
# (c) 2012-06-16 by AlphaTwentyThree of XeNTaX

idstring "PKLE"
get UNK long
get DATASTART long # attention: last file name ends directly here!
get ZERO long
get UNK long
get ZERO long
do
	get FIDENT long # folder ident, always 1 at start
	get NAMEL long
	get FILES long # files in folder
	get ZERO long
	getDstring FOLDER NAMEL
	for i = 1 <= FILES
		get NAMEL long
		get SIZE long
		get ZERO long
		get OFFSET long
		get ZERO long
		get HASH long
		get ZERO long
		getDstring FNAME NAMEL
		set NAME FOLDER
		string NAME += FNAME
		log NAME OFFSET SIZE
	next i
	savepos MYOFF
while MYOFF < DATASTART
Last edited by AlphaTwentyThree on Sun Aug 26, 2012 11:52 pm, edited 2 times in total.
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aluigi
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Re: My quickBMS scripts

Post by aluigi » Sun Jun 17, 2012 1:29 am

you can use my script for Jagged Alliance BIA, it supports also encrypted archives:
http://aluigi.org/papers/bms/jagged_alliance_bia.bms

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Re: My quickBMS scripts

Post by AlphaTwentyThree » Tue Jun 19, 2012 3:20 pm

aluigi wrote:you can use my script for Jagged Alliance BIA, it supports also encrypted archives:
http://aluigi.org/papers/bms/jagged_alliance_bia.bms
Didn't check on your scripts - thanks for the info. ;)
Is there an easy way to determine those crypt keys?
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Re: My quickBMS scripts

Post by AlphaTwentyThree » Tue Jun 19, 2012 3:21 pm

Just updated:
func_header_AT3.bms: viewtopic.php?f=13&t=4450&p=42999#p42999
msf2at3.bms: viewtopic.php?f=13&p=43570#p43570
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Re: My quickBMS scripts

Post by AlphaTwentyThree » Mon Jun 25, 2012 9:28 pm

WAVE format scanner

Long overdue script for a proper wave scanner. I know there are many raw scanner which have a *.wav option but they only find very certain wave files. I've encountered none that supports big endian wave files with RIFX identifier so far.
My old script didn't work properly and I had to change almost the whole script. Features of this script:
  • supports little and big endian headers (RIFF and RIFX)
  • automatic filesize correction in header (!)
  • file name retrieval from first marker name
I've added comments about what happens in each line, so it's a nice example for getting familiar with QuickBMS. :)

Tip: Scanning the EN.pck from Darksiders II (PC, 2012) will get you the original file names which aren't saved in the file table at the start of the archive! :)

Code: Select all

# scan data for wave files
# RIFF and RIFX header supported
# note: There are wave files with a wrong file size after RIFF/RIFX
#       This script takes the stream size, adds the header size and writes the correct size after RIFF/RIFX
# (c) 2012-06-26 by AlphaTwentyThree
#
# future update plans:
# - option to also write data between found wave files to disk
# - option to automatically transform the file to a playable or at least decodable format

for i = 1								# run through loop with count variable i
	FindLoc OFFSET string "WAVE" 0 ""	# search for "WAVE", save position as variable OFFSET
	if OFFSET == ""						# when nothing is found
		cleanexit						# the script exits (e.g. at end of file)
	endif
	math OFFSET -= 8					# jump to possible
	goto OFFSET							# RIFF/RIFX file start
	getDstring IDENT 4					# read string of 4 bytes, save variable as IDENT
	if IDENT == "RIFX"					# differentiate between header possibilities
		endian big						# set endianness to big, if file has RIFX identifier
		callfunction write 1			# see function section below
	elif IDENT == "RIFF"				# endianness stays little
		callfunction write 1			# also run function
	else								# string "WAVE" found, but doesn't belong to wave file
		set SIZE 0xc					# do as if something with 0xc bytes was found to continue search from the right position
	endif
	set SEARCH OFFSET					# set marker to position from where to search next
	math SEARCH += SIZE					# (that would be after the file that was found)
	if SEARCH == FSIZE					# in case the last found file ends with the main file, we exit
		cleanexit
	endif
	goto SEARCH							# if we haven't exited the script above, we set out cursor to after the last found file
next i

startfunction write						# function "write" starts here, is called when a wave file is found above
	get NAME basename					# save name without extension under variable NAME
	string NAME += "_"					# add underscore to the name
	string NAME += i					# add the loop variable to the name
	goto OFFSET							# set cursor to the beginning of the found file
	get DUMMY long						# RIFF/RIFX identifier, not needed
	get DUMMY long						# riff size, not needed
	get DUMMY long						# "WAVE", not needed, we arrive at the "fmt " section
	for									# loop search for the "data" section at the start of the stream (get the stream size from there)
		getDstring AREA_NAME 4			# name of area in header
		get AREA_SIZE long				# size of area in header
		savepos MYOFF					# save position we are at
		if AREA_NAME == "data"			# when we arrive at the needed "data" area:
			break						# we exit the loop
		else							# otherwise:
			if AREA_NAME == "LIST"		# that's the area of the marker names
				callfunction retrievename 1 # see below
			endif
			math MYOFF += AREA_SIZE		# not reached "data" area -> adjust cursor position...
			goto MYOFF					# ... and go there
		endif
	next								# remember: the cursor is now directly at the stream start
	set STREAMSIZE AREA_SIZE			# the last AREA_SIZE is the size we need (size of the audio stream)
	set HEADERSIZE MYOFF				# 
	math HEADERSIZE -= OFFSET			# calculate the size of the stream header (offset - offset = size)
	set SIZE HEADERSIZE					# 
	math SIZE += STREAMSIZE				# calculate complete file size (header + stream = file)
	log MEMORY_FILE OFFSET SIZE			# write file to memory
	math SIZE -= 8						# subtract 8 bytes to get the riff size
	putVarChr MEMORY_FILE 4 SIZE long 	# write the correct riff size to the header inside the memory
	string NAME += ".wav"				# add extension to the name (the name could contain the name of the first marker if the file has markers)
	math SIZE += 8						# add the subtracted 8 bytes again
	log NAME 0 SIZE MEMORY_FILE			# write file in memory to disk
endfunction								# remember that we continue with our next i now!

startfunction retrievename				# get possible file name from first marker name, rmember: our cursor is after the size of the LIST area
	get DUMMY long 						# always "adtl", not needed
	get DUMMY long						# always "labl", not needed
	get MSIZE long						# size of the label area for this marker
	math MSIZE -= 4						# subtracting 4 bytes leaves us with the length of the marker label
	get DUMMY long						# marker type, not needed
	getDstring MNAME MSIZE				# cursor is at the beginning of the label name, now get the marker name with the desired length MSIZE
	string NAME += "~"
	string NAME += MNAME				# add the marker name to the file name
endfunction
Last edited by AlphaTwentyThree on Fri Aug 31, 2012 12:41 pm, edited 1 time in total.
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Re: My quickBMS scripts

Post by AlphaTwentyThree » Tue Jun 26, 2012 12:42 am

Warhammer 40,000: Squad Command (PSP) - *.pak extractor

Code: Select all

# extracts *.pak files from Warhammer 40,000: Squad Command (PSP)
# (c) 2012-06-26 by AlphaTwentyThree of XeNTaX

get DATASTART long
get ENTRIES long
set INFO DATASTART
math INFO -= 4
goto INFO
get NAMEPOS long
goto NAMEPOS
get FILES long
savepos NAMEPOS
goto 8
for i = 1 <= FILES
	get UNK long
	get SIZE long
	get UNK long
	get UNK byte
	get OFFSET long
	savepos MYOFF
	goto NAMEPOS
	get NAMEL short
	getDstring NAME NAMEL
	savepos NAMEPOS
	log NAME OFFSET SIZE
	goto MYOFF
next i
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Re: My quickBMS scripts

Post by AlphaTwentyThree » Thu Jun 28, 2012 5:25 pm

Just updated the Tongas Pack extractor with version 2! :)
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Re: My quickBMS scripts

Post by AlphaTwentyThree » Fri Jun 29, 2012 12:24 am

Found a Tongas Pack v1 and updated the script! :)
If you like what you see, why not click the little Thank You button? ;) It will definitely motivate me! :)
And here's Mr.Mouse's Facebook link: http://www.facebook.com/permalink.php?s ... 8469022795 - thanks ;)

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