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[PS2] Wild Arms 3 .bin archive

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[PS2] Wild Arms 3 .bin archive

Post by SmashFan127 » Fri Aug 09, 2013 10:32 pm

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

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Re: [PS2] Wild Arms 3 .bin archive

Post by SmashFan127 » Thu Nov 21, 2013 10:04 pm

My sincerest apologies for this bump, but is there anyone out there who can help?

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Re: [PS2] Wild Arms 3 .bin archive

Post by shakotay2 » Thu Nov 21, 2013 10:46 pm

Maybe you should post a hexdump of the first 1024 (=64x16) bytes of BTLMON.BIN.
Bigchillghost, Reverse Engineering a Game Model: viewtopic.php?f=29&t=17889
extracting simple models: viewtopic.php?f=29&t=10894
Make_H2O-ForzaHor3-jm9.zip
"You quoted the whole thing, what a mess."

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Re: [PS2] Wild Arms 3 .bin archive

Post by SmashFan127 » Fri Nov 22, 2013 1:05 am

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?

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Re: [PS2] Wild Arms 3 .bin archive

Post by shakotay2 » Fri Nov 22, 2013 1:27 am

any hex editor will do
Bigchillghost, Reverse Engineering a Game Model: viewtopic.php?f=29&t=17889
extracting simple models: viewtopic.php?f=29&t=10894
Make_H2O-ForzaHor3-jm9.zip
"You quoted the whole thing, what a mess."

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Re: [PS2] Wild Arms 3 .bin archive

Post by SmashFan127 » Fri Nov 22, 2013 1:56 am

http://www.mediafire.com/view/wdxb5q57b ... 000001.txt

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

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Re: [PS2] Wild Arms 3 .bin archive

Post by shakotay2 » Fri Nov 22, 2013 2:29 am

just open the file. The pic should look like this:
Image (edit: with other values of course since this is an example file only)
Last edited by shakotay2 on Fri Nov 22, 2013 9:42 am, edited 1 time in total.
Bigchillghost, Reverse Engineering a Game Model: viewtopic.php?f=29&t=17889
extracting simple models: viewtopic.php?f=29&t=10894
Make_H2O-ForzaHor3-jm9.zip
"You quoted the whole thing, what a mess."

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Re: [PS2] Wild Arms 3 .bin archive

Post by SmashFan127 » Fri Nov 22, 2013 2:49 am

http://www.mediafire.com/view/h7al22e2q ... review.png

These could be different .BIN files.

Either way, here's to the end of 000100

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Re: [PS2] Wild Arms 3 .bin archive

Post by shakotay2 » Fri Nov 22, 2013 9:39 am

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).
Bigchillghost, Reverse Engineering a Game Model: viewtopic.php?f=29&t=17889
extracting simple models: viewtopic.php?f=29&t=10894
Make_H2O-ForzaHor3-jm9.zip
"You quoted the whole thing, what a mess."

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Re: [PS2] Wild Arms 3 .bin archive

Post by SmashFan127 » Fri Nov 22, 2013 10:28 pm

http://www.mediafire.com/view/0b7g7yb35 ... 20dots.png

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

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Re: [PS2] Wild Arms 3 .bin archive

Post by shakotay2 » Fri Nov 22, 2013 11:12 pm

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?
Bigchillghost, Reverse Engineering a Game Model: viewtopic.php?f=29&t=17889
extracting simple models: viewtopic.php?f=29&t=10894
Make_H2O-ForzaHor3-jm9.zip
"You quoted the whole thing, what a mess."

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Re: [PS2] Wild Arms 3 .bin archive

Post by SmashFan127 » Fri Nov 22, 2013 11:31 pm

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

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Re: [PS2] Wild Arms 3 .bin archive

Post by shakotay2 » Sat Nov 23, 2013 12:06 am

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?
Bigchillghost, Reverse Engineering a Game Model: viewtopic.php?f=29&t=17889
extracting simple models: viewtopic.php?f=29&t=10894
Make_H2O-ForzaHor3-jm9.zip
"You quoted the whole thing, what a mess."

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Re: [PS2] Wild Arms 3 .bin archive

Post by SmashFan127 » Sat Nov 23, 2013 12:37 am

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.

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Re: [PS2] Wild Arms 3 .bin archive

Post by SmashFan127 » Fri Nov 29, 2013 5:58 am

My apologies for the bump.

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