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QUICKBMS GUIDE

Read or post any tutorial related to file format analysis for modding purposes.
Venushja
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Re: QUICKBMS GUIDE

Post by Venushja » Tue Oct 19, 2010 4:52 pm

Hi ... Please more Tutorials on well-known (Games) files ... Thanks :-)
Incidentally nice tutorial ... It takes more tutorials

Republica
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Re: QUICKBMS GUIDE

Post by Republica » Sun Feb 20, 2011 9:27 am

chrrox wrote:
ok the next 4 bytes 74 00 00 00 are not needed in order for quickbms to extract our files but it represents the total size of our header.
Image
Forgive me for my ignorance, but it seems I lost you there.
How did you come to the conclusion that (74 00 00 00) is the size of the header?
And when I start "Quick BMS" it asks me to choose a plugin, which one to choose and where to locate it?
All and all, I thank you for taking the time to share your expertise and writing such helpful tutorials.

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aluigi
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Re: QUICKBMS GUIDE

Post by aluigi » Tue Feb 22, 2011 12:38 am

calculating the size of a block of data is a job for the hex editor, so if he had 0x74 (74 00 00 00 in little endian) then he proabably saw 74 bytes of data, which are also easy to count due to the 16 bytes alignment usually in use in the hex editor (for example 7 rows plus 4 columns).

the script that quickbms needs is just the set of textual instructions for extracting the archives of a specific game.
you can find them surfing on the forum and I have some scripts collected here

Republica
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Re: QUICKBMS GUIDE

Post by Republica » Tue Feb 22, 2011 9:45 am

aluigi wrote:calculating the size of a block of data is a job for the hex editor, so if he had 0x74 (74 00 00 00 in little endian) then he proabably saw 74 bytes of data, which are also easy to count due to the 16 bytes alignment usually in use in the hex editor (for example 7 rows plus 4 columns).

the script that quickbms needs is just the set of textual instructions for extracting the archives of a specific game.
you can find them surfing on the forum and I have some scripts collected here
Ugh..
Thank you, Aluigi.
I was starting to lose hope.
Currently, I'm reading a book, To familiarize myself with reverse engineering and not to embarrass myself asking such silly questions. at least I think it was a silly question.. because I still don't quite get it.
It's probably 'cause I'm not experienced enough to the extent that you are.

I'll give it more time and study it more. :)
Last edited by Republica on Wed Dec 14, 2011 11:45 am, edited 1 time in total.

reboot31
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Re: QUICKBMS GUIDE

Post by reboot31 » Wed Apr 20, 2011 3:30 pm

thanks chroxx for this tutorial... you are a genius... :)
I love Games!

lagun2
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Re: QUICKBMS GUIDE

Post by lagun2 » Mon Feb 20, 2012 8:39 pm

Hi...I want "open" a file with extension sds. It's a file of the EA (fifa 2012). Can you help me?

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Re: QUICKBMS GUIDE

Post by michalss » Fri Mar 09, 2012 8:26 pm

Can u please upload the files for all yr QBMS tuts again? All are dead...
Quick BMS Editor GUI - simple easy to use
Goto : viewtopic.php?uid=34229&f=29&t=6797&start=0

Downloads from DropBox : https://dl.dropboxusercontent.com/u/

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hatyn
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Re: QUICKBMS GUIDE

Post by hatyn » Sun Sep 16, 2012 11:21 am

I am trying to understand Chroxx's BMS for Dark Souls BDT files, so I may unpack a ps3 version of that file type. I am a bit lost here and thinking this is what i need to modify:

Code: Select all

TYPE == 0x44435800 math OFFSET + 0x4C getdstring NULL 0x18 1
when using the Xbox version, everything is parsed very nicely - how does that happen?

Could you please explain this code as a string of actions?

thanks! [bruce]

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Re: QUICKBMS GUIDE

Post by JayK » Sat Sep 22, 2012 8:45 am

I was wondering if anyone could help me, is there a way in quickbms to return a string up to the point where the byte becomes 00, and stop there?

Edit: Nevermind I've realised if you just go over the byte it will stop there automatically anyway, it seems to work. Hopefully there's no problem with just doing it this way though.

dnmnbg
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Re: QUICKBMS GUIDE

Post by dnmnbg » Tue Jan 08, 2013 8:13 pm

like the tut can you post more tuts . what about files that may be encrypted?
Image

im a total noob with hex code but would like to learn more if possible

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chrrox
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Re: QUICKBMS GUIDE

Post by chrrox » Tue Jan 08, 2013 8:36 pm

just post your game in the game archive section for help.

sh0ck1
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Re: QUICKBMS GUIDE

Post by sh0ck1 » Sun Apr 07, 2013 6:37 am

Fantastic tutorial. I've been wanting to learn to reverse engineer for so long, but it seems like there are so few tutorials out there to help. I've been programming off and on for multiple years, but never found a resource to learn this.

Last I tried to do this I was building code in C++ or Java to parse the contents of a file, but now with QuickBMS I feel like things are much easier.

Hope to see more tutorials in the future, hopefully one for Unreal engine files since so many games are built on that. Gildor's tools are awesome, but I wish there was a QuickBMS version of his tools so I could just modify it for other Unreal engine games when needed.

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chrrox
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Re: QUICKBMS GUIDE

Post by chrrox » Sun Apr 07, 2013 11:44 am

gildor has an unreal package decompressor.
unreal will read the uncompressed files it outputs and you can modify them to your hearts content.
this is how people are modding mortal kombat.

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Re: QUICKBMS GUIDE

Post by Azurfan » Fri Jul 26, 2013 5:06 pm

This tutorial is great and I tried to used to for my files but I have a little problem. The "archives" I currently investigate have no header.
The archive starts with file count, then comes the name size of the following string and after that just the length/size of the file which ends directly before the name size of the next file.

So how do I get the log function to start right after NSIZE? Thanks.

Edit2 : Got it to work. :D

blackjack4494
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Re: QUICKBMS GUIDE

Post by blackjack4494 » Mon Jul 29, 2013 1:00 am

rly nice tut :)
It helped me a lot. But unfortunately I found this (and a complete script for my archive in this board/forum) after I already made a bms script on my own which took about a week to come on with syntax, hex code reading etc.

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