Page 32 of 32

Re: My quickBMS scripts

Posted: Sun Jun 04, 2017 11:33 pm
by Deivity
Please need a script in bms to extract the audios (xa files) of dialogs from castlevania sotn from psx, and then remount them I want to make a dubbed version of this game in portuguese can someone please create a functional script in bms thank you very much ! thank you. The path to the files is this:
SLUS_00067
SD - XA_STR1 - XA_STR1 [6] and XA_STR1 [7]

Re: My quickBMS scripts

Posted: Sun Aug 06, 2017 8:25 pm
by TokiChan
Hello!
I'm sorry for bother you, but I hope unpack one game from my childhood (get a models of dragons and enemies).
It named "The I of the Dragon" (or Eye of Dragon). Archives in .res format, but I can't extract it with Delphi or Reshack.
Here are files https://drive.google.com/open?id=0B25vR ... 3VhSEluTmM
Hope you know a way :)

Re: My quickBMS scripts

Posted: Sun Nov 05, 2017 2:01 pm
by oux
:ninja:

Re: My quickBMS scripts

Posted: Thu Nov 09, 2017 5:19 am
by ponaromixxx
[bruce]

Re: My quickBMS scripts

Posted: Tue Feb 06, 2018 7:04 am
by plodtrew
AlphaTwentyThree wrote:Electronic Arts *.big extractor

I know there are many different archives in use by EA - this is one of them at least (identifier "BE"). For the PC version, just delete the "endian big" - I guess. ;)
Nice example for the use of the array, which comes in quite handy here. Thanks Luigi for the implementation of the chunklzx unpack function. :)
Thank you very much. This script works perfectly with the UFC 2 archives on the ps4.

Re: My quickBMS scripts

Posted: Mon Jun 04, 2018 1:41 pm
by AlphaTwentyThree
007: Nightfire (PS2) - *.sfb (sound archives)

Code: Select all

# extracts the *.SFB sound archives from 007: Nightfire (PS2)
# (c) 2013-05-05 by AlphaTwentyThree of XeNTaX
# script for QuickBMS http://quickbms.aluigi.org

get NAME basename
string NAME += ".SHF"
open FDSE NAME
get FILES long 0

for i = 0 < FILES
	get TYPE long # loop ident
	get OFFSET long
	get SIZE long
	get FREQ long
	math FREQ *= 0xc
	get UNK long
	get CH long
	get BITS long
	get UNK longlong
	get NAME basename
	string NAME += "_"
	string NAME += i
	if TYPE == 1
		string NAME += "_l"
	endif
	string NAME += ".ss2"
	
	putArray 0 i NAME
	putArray 1 i OFFSET
	putArray 2 i SIZE
	putArray 3 i FREQ
	putArray 4 i CH
next i

get NAME basename
string NAME += ".SBF"
open FDSE NAME
set CH 1
set INTERLEAVE 0x10
for i = 0 < FILES
	getArray NAME 0 i
	getArray OFFSET 1 i
	getArray SIZE 2 i
	getArray FREQ 3 i
	getArray CH 4 i
	callfunction SS2 1
next i

startfunction SS2
	endian little
	set MSIZE SIZE
	math MSIZE += 0x38
	putVarChr MEMORY_FILE MSIZE 0
	log MEMORY_FILE 0 0
	set MEMORY_FILE binary "\x53\x53\x68\x64\x18\x00\x00\x00\x10\x00\x00\x00\xb0\x36\x00\x00\x02\x00\x00\x00\xc0\x2f\x00\x00\xff\xff\xff\xff\xff\xff\xff\xff\x53\x53\x62\x64\x00\xe8\x11\x00"
	append
	log MEMORY_FILE OFFSET SIZE
	append
	
	putVarChr MEMORY_FILE 0xc FREQ long
	putVarChr MEMORY_FILE 0x10 CH byte
	putVarChr MEMORY_FILE 0x14 INTERLEAVE long
	putVarChr MEMORY_FILE 0x24 SIZE long
	if NAME == ""
		get NAME basename
		string NAME += ".ss2"
	endif
	get SIZE asize MEMORY_FILE
	log NAME 0 SIZE MEMORY_FILE
endfunction

Re: My quickBMS scripts

Posted: Sun Jul 15, 2018 4:25 am
by Supurreme
hey there, im trying to dump the files from the PC release of zero escape 999 and VLR but i cant seem to get these damn .bin files to extract with any tools i usually use :/ i was wondering if anyone happened to have a script that would work on these files specifically?

Re: My quickBMS scripts

Posted: Wed Oct 03, 2018 8:24 am
by kilik
Image

Re: My quickBMS scripts

Posted: Fri Nov 30, 2018 6:14 pm
by MRNLSAMPAIO
Hello

Does anyone know how to decrypt Simraceway confirmation files.

HeadPhysics.cfg
GT2_Damage.cfg
default.sfx
LMP1_michelin.tbc

I have just listed sample files.

If you can help, thank you.

Re: My quickBMS scripts

Posted: Fri Nov 30, 2018 7:38 pm
by MRNLSAMPAIO
OK folks

Is there any scryptsque that can decrypt this HeadPhysics.cfg / default.afx(http://www.mediafire.com/file/jd9ooe2dj ... hysics.cfg / http://www.mediafire.com/file/7ue7ktjpd ... efault.afx)

There are others that I need to decrypt, they belong to the Simraceway game.

Re: My quickBMS scripts

Posted: Tue Dec 11, 2018 12:50 am
by gbwhatsappapk008
Well, would you be able to investigate my mustest?

Re: My quickBMS scripts

Posted: Thu Dec 27, 2018 2:57 pm
by Supurreme
Do you think you could write a script to help get past the .stir compression/encryption on these files? the same thing is supposedly used on super mario run and animal crossing pocket camp if thats any help! ive found a python script thats supposed to do it but i cant get it to run, so i thought id ask here

Re: My quickBMS scripts

Posted: Thu Mar 14, 2019 9:01 pm
by atrina
AlphaTwentyThree wrote:
Thu Dec 13, 2012 2:35 am
Max Payne Mobile - MaxPayneSoundsv2.msf extractor

Code: Select all

# extracts the main sound archive from Max Payne Mobile (2012) iP
# (c) 2012-12-13 by AlphaTwentyThree of XeNTaX

endian big
get UNK long
get UNK long
get FILES long
for i = 1 <= FILES
	get OFFSET long
	get SIZE long
	get NAMEL byte
	getDstring NAME NAMEL
	log NAME OFFSET SIZE
next i
thx

How to Reimport *.msf files?

Re: My quickBMS scripts

Posted: Sun Mar 17, 2019 2:00 pm
by mita996
AlphaTwentyThree wrote:
Mon Oct 08, 2012 7:47 pm
Electronic Arts *.big extractor

I know there are many different archives in use by EA - this is one of them at least (identifier "BE"). For the PC version, just delete the "endian big" - I guess. ;)
Nice example for the use of the array, which comes in quite handy here. Thanks Luigi for the implementation of the chunklzx unpack function. :)

Code: Select all

# extracts EA big archives with "EB" identifier
# tested with NHL 13 (X360)
# (c) 2012-10-08 by AlphaTwentyThree of XeNTaX

comtype xmemdecompress
idstring \x45\x42\x00\x03
endian big
goto 4
get FILES long
get UNK long # some size
get OFF_NAMES long # plus random bias of zeros
get SIZE_NAMES long
get NAMEL_FILE byte
get NAMEL_FOLDER byte
get ZERO byte
get FOLDERS byte
set OFF_FOLDERS FILES
math OFF_FOLDERS *= NAMEL_FILE
math OFF_FOLDERS += OFF_NAMES
math OFF_FOLDERS x= 0x10 # round to next 0x10 bytes
math NAMEL_FILE -= 2 # short for folder number

goto 0x30
for i = 1 <= FILES
	get OFFSET long
	math OFFSET *= 0x10
	get ZERO long
	get SIZE long
	get HASH long
	putArray 0 i OFFSET
	putArray 1 i SIZE
next i
goto OFF_NAMES
for i = 1 <= FILES
	get FOLDER_NUMBER short
	getDstring NAME NAMEL_FILE
	savepos MYOFF
	set OFF_FOLDERNAME FOLDER_NUMBER
	math OFF_FOLDERNAME *= NAMEL_FOLDER
	math OFF_FOLDERNAME += OFF_FOLDERS
	goto OFF_FOLDERNAME
	getDstring FOLDER NAMEL_FOLDER
	set FNAME FOLDER
	string FNAME += "/"
	string FNAME += NAME
	getArray OFFSET 0 i
	getArray SIZE 1 i
	goto OFFSET
	getDstring COMP 8
	if COMP == "chunklzx"
		callfunction unpack 1
		log FNAME 0 SIZE MEMORY_FILE
	else
		log FNAME OFFSET SIZE
	endif
	goto MYOFF
next i

startfunction unpack # (c) Luigi Auriemma
    get DUMMY long
    get FULLSIZE long
    get SIZE long
    get CHUNKS long
    get DUMMY long
    get DUMMY long
    get DUMMY long
    get DUMMY long
    log MEMORY_FILE 0 0
    append
    savepos OFFSET
    for j = 0 < CHUNKS
        math OFFSET x= 0x8
        for # very lame, made on the fly
            math T = OFFSET
            math T %= 0x10
            if T == 8
                break
            endif
            math OFFSET += 8
        next
        goto OFFSET
        get ZSIZE long
        get DUMMY long
        savepos OFFSET
        clog MEMORY_FILE OFFSET ZSIZE SIZE
        math OFFSET += ZSIZE
    next j
    append
    get MYSIZE asize MEMORY_FILE
    if MYSIZE != FULLSIZE
        print "Alert: MEMORY_FILE %MYSIZE% != %FULLSIZE%"
    endif
	set SIZE FULLSIZE
endfunction
Is it work with fifa online 4? I'm searching for the right script, that can export the right big file with (heads, hair etc), do you want a sample, master?

Re: My quickBMS scripts

Posted: Tue Mar 19, 2019 5:03 am
by Puterboy1
I was wondering if you or anyone can make an extractor for the .sdt audio archives of the Harry Potter and the Prisoner of Azkaban console versions along with a parser that gives the results proper file names. The names are located in the .ids files.