(X360) Marvel Vs Capcom 3

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chrrox
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(X360) Marvel Vs Capcom 3

Post by chrrox »

Marvel Vs Capcom 3 arc extractor

Code: Select all

# Devil May Cry 4 / Dead Rising 360 / Resident Evil 5 / Capcom ARC files (script 0.1.3)
# script for QuickBMS http://aluigi.org/papers.htm#quickbms

quickbmsver 0.3.13
set HFS long 0
set BASE_OFF long 0

get SIGN long
if SIGN == 0x00534648   # " SFH"
    endian big
    set HFS long 1
elif SIGN == 0x48465300 # "HFS "
    endian little
    set HFS long 1
endif

if HFS != 0
    get DUMMY short
    get TYPE short
    if TYPE == 0
        set BASE_OFF long 0x20000
    else
        set BASE_OFF long 0x10
    endif
    goto BASE_OFF
    get SIGN long
endif

if SIGN == 0x00435241   # " CRA"
    endian little
elif SIGN == 0x41524300 # "ARC "
    endian big
else
    cleanexit
endif
get VERSION short
if VERSION == 4
    comtype zlib
elif VERSION == 8
    set TYPE2 ".ps3"
    comtype deflate
elif VERSION == 0x11
    set TYPE2 ".360"
    comtype XMemDecompress 0x8000   # yeah 0x8000 is the "magic" for RE5
else
    comtype zlib
    print "unknown version %VERSION%, I try zlib compression"
endif
get FILES short

for i = 0 < FILES
    getdstring NAME 0x40
    string name + TYPE2
    get TYPE long
    get ZSIZE long
    get SIZE long
    get OFFSET long
    print %TYPE%
    if TYPE == 606035435
     string name + .TEX
    elif TYPE == 1486968918
    string name + .DOM
    elif TYPE == 659146920
    string name + .MRL
    elif TYPE == 1988234625
    string name + .LMT
    elif TYPE == 329180445
    string name + .LMT
    else
    string name + .
    string name + TYPE
    print "unknown TYPE %TYPE%, let me know what it is"
    endif
    if SIZE & 0x40000000
        math SIZE -= 0x40000000
    endif

    if HFS != 0 # used in RE5 PS3
        math ZSIZE += 32
        #math SIZE /= 8
        math TMP = OFFSET
        math TMP /= 0x20000
        math TMP *= 0x10
        math ZSIZE  += TMP
        math SIZE   += TMP
        math OFFSET += TMP
        math OFFSET += 2
    endif

    math OFFSET += BASE_OFF # needed for HFS header
    clog NAME OFFSET ZSIZE SIZE
next i
Models coming soon :)
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timkango
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Re: (X360) Marvel Vs Capcom 3

Post by timkango »

Would it be possible to see the actual code for the decompression routine? ("xmemdecompress 0x8000")
protosk8
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Re: (X360) Marvel Vs Capcom 3

Post by protosk8 »

yay :D
DOTAPRINCE
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Re: (X360) Marvel Vs Capcom 3

Post by DOTAPRINCE »

Cool sir chrrox, do the models come out of the arc file immediately or there is another compression method for the models?
chrrox
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Re: (X360) Marvel Vs Capcom 3

Post by chrrox »

I have to make a max script for the models to import into 3ds max i am working on bones and weights.
The source code for quickbms is freely available to see what that command does.
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Re: (X360) Marvel Vs Capcom 3

Post by DOTAPRINCE »

Ok then I'll be watching this thread for new updates :)
btw sir chrrox are you gonna do models Naruto Shippuden Ultimate ninja storm 2 too?
maniacoloco
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Re: (X360) Marvel Vs Capcom 3

Post by maniacoloco »

in this case, is the arc format format the same in some way that the format used in RE5 DLC??

Just curious.
chrrox
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Re: (X360) Marvel Vs Capcom 3

Post by chrrox »

its the same as the re5 arc format.
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Re: (X360) Marvel Vs Capcom 3

Post by jaden »

wow wow
This is great chrrox
maniacoloco
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Re: (X360) Marvel Vs Capcom 3

Post by maniacoloco »

chrrox wrote:its the same as the re5 arc format.
Thanks
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Re: (X360) Marvel Vs Capcom 3

Post by Friedslick6 »

Will the extractor be region-specific?
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Re: (X360) Marvel Vs Capcom 3

Post by Gh0stBlade »

Well "comtype xmemdecompress 0x8000"

Is where everyone went wrong; it seems that the compressed data starts at 0x8000.
Click the thanks button if I helped!
chrrox
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Re: (X360) Marvel Vs Capcom 3

Post by chrrox »

Actually its the window size they just changed that.
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Re: (X360) Marvel Vs Capcom 3

Post by jaden »

Chrrox any chance you're gonna continue with mgs 4 model extraction ??
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Re: (X360) Marvel Vs Capcom 3

Post by MrAdults »

Noesis opens those models now with v3.2. Although there are various issues. Can't find the texture index for the materials (although the materials are correctly mapped), and I think pointweighting still has issues with > 2 weights. Haven't had a lot of time to look at it (and I'm about to take off again for the day), so hopefully chrrox or revelation can make some progress from my code. :)
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