READ THE RULES: Click here

Follow us on Facebook: https://www.facebook.com/xentax/ :)

My quickBMS scripts

Coders and would-be coders alike, this is the place to talk about programming.
Deivity
ultra-n00b
Posts: 3
Joined: Fri Jun 02, 2017 4:17 am

Re: My quickBMS scripts

Post by Deivity » Sun Jun 04, 2017 11:33 pm

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]

User avatar
TokiChan
veteran
Posts: 156
Joined: Wed May 18, 2016 7:38 pm
Location: Russia
Has thanked: 36 times
Been thanked: 16 times

Re: My quickBMS scripts

Post by TokiChan » Sun Aug 06, 2017 8:25 pm

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 :)
http://tokami-fuko.deviantart.com/
Extracted, converted, rigged models :)
Skyrim, Witcher 3, Dark Souls, Demon's Souls, Doom 3, random dragons

oux
n00b
Posts: 15
Joined: Fri Jan 27, 2017 8:45 pm
Has thanked: 4 times

Re: My quickBMS scripts

Post by oux » Sun Nov 05, 2017 2:01 pm

:ninja:

ponaromixxx
beginner
Posts: 22
Joined: Thu Jul 17, 2014 4:52 am
Has thanked: 1 time
Been thanked: 7 times

Re: My quickBMS scripts

Post by ponaromixxx » Thu Nov 09, 2017 5:19 am

[bruce]

User avatar
plodtrew
mega-veteran
mega-veteran
Posts: 176
Joined: Wed Jul 18, 2007 7:14 am
Has thanked: 13 times
Been thanked: 5 times
Contact:

Re: My quickBMS scripts

Post by plodtrew » Tue Feb 06, 2018 7:04 am

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.

AlphaTwentyThree
double-veteran
double-veteran
Posts: 985
Joined: Mon Aug 24, 2009 10:55 pm
Has thanked: 75 times
Been thanked: 621 times

Re: My quickBMS scripts

Post by AlphaTwentyThree » Mon Jun 04, 2018 1:41 pm

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
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 ;)

User avatar
Supurreme
beginner
Posts: 37
Joined: Mon Jun 05, 2017 10:50 am

Re: My quickBMS scripts

Post by Supurreme » Sun Jul 15, 2018 4:25 am

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?
Hey I'm Mimi! Please have mercy on me, I'm still learning!

kilik
mega-veteran
mega-veteran
Posts: 174
Joined: Sat Dec 08, 2012 11:14 am
Has thanked: 20 times
Been thanked: 2 times

Re: My quickBMS scripts

Post by kilik » Wed Oct 03, 2018 8:24 am

Image

MRNLSAMPAIO
ultra-n00b
Posts: 2
Joined: Fri Nov 30, 2018 6:08 pm

Re: My quickBMS scripts

Post by MRNLSAMPAIO » Fri Nov 30, 2018 6:14 pm

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.

MRNLSAMPAIO
ultra-n00b
Posts: 2
Joined: Fri Nov 30, 2018 6:08 pm

Re: My quickBMS scripts

Post by MRNLSAMPAIO » Fri Nov 30, 2018 7:38 pm

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.

User avatar
Supurreme
beginner
Posts: 37
Joined: Mon Jun 05, 2017 10:50 am

Re: My quickBMS scripts

Post by Supurreme » Thu Dec 27, 2018 2:57 pm

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
Hey I'm Mimi! Please have mercy on me, I'm still learning!

atrina
n00b
Posts: 10
Joined: Fri Jun 02, 2017 12:25 am
Has thanked: 1 time

Re: My quickBMS scripts

Post by atrina » Thu Mar 14, 2019 9:01 pm

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?

mita996
advanced
Posts: 42
Joined: Wed Oct 10, 2018 10:45 pm
Has thanked: 12 times

Re: My quickBMS scripts

Post by mita996 » Sun Mar 17, 2019 2:00 pm

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?

Puterboy1
veteran
Posts: 130
Joined: Fri Mar 02, 2018 3:05 am
Been thanked: 6 times

Re: My quickBMS scripts

Post by Puterboy1 » Tue Mar 19, 2019 5:03 am

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.

Post Reply