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PostPosted: Thu Apr 20, 2017 4:41 pm 

Joined: Tue Mar 14, 2017 5:06 am
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AnonBaiter, thank you.


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PostPosted: Sun Apr 23, 2017 12:39 am 
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Crisis Core: Final Fantasy VII - discimg.fse/discimg.pkg


Attachments:
discimg_fse_pkg.bms [299 Bytes]
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PostPosted: Sun Apr 30, 2017 4:30 am 
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SCEA/SCEE - SBv2/SBlk/lkBS/MMID archives(PS2 and beyond)

Seems to be first used on early 989 Studios/989 Sports games that were on the PS2 at launch(such as NCAA GameBreaker 2001), as well as a bunch of other SCEA/SCEE games from time to time. It might or might not work on PS1 games that use this format though, especially since I've only tested a few SCEA PS2 games(Kinetica, Jak and Daxter, the aforementioned PS2 sports game, etc.) and one SCEE PSP game(Gangs of London) so far.

UPDATE(30/04/2016): There were minor changes regarding the extension of the extracted files.


Attachments:
989_sound_bank.bms [675 Bytes]
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PostPosted: Mon May 01, 2017 3:05 am 
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SCE Santa Monica - *.WAD

I'm just getting started with these kind of .WAD archives used in SCE Santa Monica games...

UPDATE #01(01/05/2017): CURR_OFF was removed, which eliminates at least one error.
UPDATE #02(01/05/2017): DUMMY2 was renamed to TYPE, and now TYPE 0x18 is excluded, eliminating any upcoming errors coming from some .WAD archives(from level_01.wad to level_15.wad).
UPDATE(02/05/2017): I updated the kinetica_wad.bms script, and presented a new one along with it. Do keep in mind though that god_of_war_wad.bms won't actually work on any God of War games released for the PS3.


Attachments:
god_of_war_wad.bms [350 Bytes]
Downloaded 16 times
kinetica_wad.bms [371 Bytes]
Downloaded 13 times

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PostPosted: Fri May 12, 2017 2:22 pm 
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N.U.D.E.@ Natural Ultimate Digital Experiment - *.tfs

The compression algorithm "used" for the "game" was never seen.


Attachments:
nude_tfs.bms [523 Bytes]
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PostPosted: Fri May 12, 2017 2:55 pm 
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If you want I can give a quick look at that compression and file format.
Little note: you must use ZSIZE in the second log.


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PostPosted: Fri May 12, 2017 3:16 pm 
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aluigi wrote:
If you want I can give a quick look at that compression and file format.
Little note: you must use ZSIZE in the second log.
Too bad that in that game none of the files are compressed between these .tfs archives. I couldn`t even find a zlib sign in there.

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PostPosted: Fri May 12, 2017 4:01 pm 
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Ah, the format allows compressed files but that specific game doesn't have them and so no way to test it.
Anyway it's an Xbox game so I bet it's xmemcompress.


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PostPosted: Fri May 12, 2017 10:38 pm 
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SCEI/Sony PS2 - .XWB/.XWH/.XWS(RXWS) splitter

This "rare" format used in SCEI PS2 is a precursor to these SGXD files that were used around SCEI PS3 games, not to mention that the structure itself is different from Microsoft XACT(.xwb) archives that were common starting with 2003.

UPDATE(13/05/2017): The script now keeps the FORM08 value of an ATRAC3(0x1c02) file on its splitted .xwh file.
UPDATE#01(14/05/2017): bnnm has made various improvements to the script, such as getting the STREAM_SIZE/STREAM_OFFSET directly rather than depending on the "size"(actually total number of samples) field, and has added .XWS support. As for what I did with this script, I set the FTXT_SIZE to support filenames that are up to 0x38 characters(lending itself to 0x40 bytes, if it exists) while not letting any unnecessary space for filenames that are lower than 0x8 characters(aka the extra 0x10 bytes). Finally, RXWS_SIZE is now set through xmath operations after FORM_SIZE and FTXT_SIZE for splitting.
UPDATE#02(14/05/2017): The final size of an splitted .XWS file is now set through an xmath operation.
UPDATE(21/08/2017): The script has been completely restructed(the chunks can now be seeked through the "findloc" command, which means you won't get an error when the script tries to find a missing chunk). Furthermore, the "MARK" chunk has been added for splitting.


Attachments:
ps2_xwb_xwh_splitter.bms [9.57 KiB]
Not downloaded yet

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Last edited by AnonBaiter on Tue Aug 22, 2017 12:24 am, edited 6 times in total.
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PostPosted: Mon May 15, 2017 10:09 pm 
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Posts: 949
Lifeline/Operator`s Side - *.is video files

The output files are headerless, so for the ".asc1" files aside(check the header of the script for instructions) if anyone knows how to build the header for the ".vsf1" and ".vsf2" files, let me know.

Lifeline/Operator`s Side - *.a archive files

UPDATE#01(05/15/2017): Fixed an error in which when the script is run through the -d parameter with all the *.a files, the script would then try to reach out an offset that goes beyond the actual size of an *.a file.
UPDATE#02(05/15/2017): The script can now extract the files through the SIZE1 value if SIZE2 is zero.


Attachments:
lifeline_a.bms [463 Bytes]
Downloaded 14 times
lifeline_is.bms [2.72 KiB]
Downloaded 13 times

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PostPosted: Sat May 27, 2017 7:37 pm 
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Gran Turismo 2 - GT2.VOL

Man, that was exhaustive.

There is a bug in which the last file to be extracted is "data-race.txd", despite the fact that there is already an identical file sitting in the "text" folder(and that`s on GT2.VOL which is stored in the first disc of the game). Knowing what causes this bug to appear is rather tricky(the last files extracted are the ones that are stored in either the first or last directory relative of the FLAGS value 0x81 depending on the archive stored in both disks of the game), so if anyone has any solutions so I can "improve" the way the script handles the directory tree let me know.

UPDATE(27/05/2017): ".." is now ignored to avoid having this name stored as a sub-folder.
UPDATE(26/06/2017): GT2.VOL from all regional releases of Disc 2 can now be completely extracted(it would previously stop at the "gtmenu" folders).


Attachments:
gran_turismo_2.bms [1.42 KiB]
Downloaded 4 times

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Last edited by AnonBaiter on Mon Jun 26, 2017 6:31 pm, edited 2 times in total.
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PostPosted: Tue May 30, 2017 5:47 pm 
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Polyphony Digital (PS2) - *.VOL archives

UPDATE(02/06/2017): Fixed something that could have been easily fixed if not for my (at-that-time) attention span not noticing it: decompressing deflate files. This was caused by a variable that was then renamed during development of this script. This is for those who couldn`t get the script to work on GT4.VOL archives(taking out Gran Turismo HD Concept, of course), unless they had already fixed that error themselves.
UPDATE(10/08/2017): Added (untested) support for the Gran Turismo 3 demo builds(such as unencrypted names), also updated the header to reflect on what script do the archives stored in the directory of these games work on.


Attachments:
polyphony_ps2vol.bms [3.04 KiB]
Not downloaded yet

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Last edited by AnonBaiter on Fri Aug 11, 2017 1:45 am, edited 1 time in total.
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PostPosted: Mon Jun 05, 2017 11:47 pm 
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Gran Turismo

The compression algorithm currently isn't supported yet.


Attachments:
gran_turismo.bms [371 Bytes]
Downloaded 10 times

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PostPosted: Wed Jun 07, 2017 7:00 pm 
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Posts: 949
Drummania (PS2) - *.pak

I had written this script a few weeks back, but I have never bothered to release it until now.
Do keep in mind though that this doesn`t work for DMDATA.PAK.


Attachments:
drummania_ps2_pak.bms [494 Bytes]
Downloaded 8 times

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PostPosted: Sun Jun 11, 2017 6:41 pm 
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Battle Engine Aquila (PS2/XBOX/PC) - *.nyo


Attachments:
nyo.bms [244 Bytes]
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PostPosted: Tue Jun 13, 2017 10:17 pm 
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RAGE (PS3/XBOX360/PC) - gameresources.resources/streamed.resources/*.streamed

This might work with other id Tech 4/id Tech 5 games(id Tech 5 especially), although I haven`t tested other games yet.

Set the AVOID variable to 1 for the DLC archives(The Scorchers DLC) of RAGE.

UPDATE(14/06/2017): Fixed a minor issue in which files whose EXTRA value is higher than 1 are extracted alongside the files that only need the gameresources.resources archive to the point of having duplicated files.


Attachments:
rage.bms [2.39 KiB]
Downloaded 5 times

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Last edited by AnonBaiter on Thu Jun 15, 2017 2:55 am, edited 1 time in total.
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PostPosted: Wed Jun 14, 2017 1:26 am 
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RAGE - *.idmsf/*.idxma/*.wav

Multi-language files and looping are not supported at the moment(the former is currently untested).


Attachments:
rage_idxma.bms [2.3 KiB]
Downloaded 10 times
rage_idmsf.bms [1.36 KiB]
Downloaded 10 times

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PostPosted: Mon Jun 26, 2017 6:59 pm 
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Victory Zone - *.CFL

CELLA.CFL's structure is different in that it has no header.


Attachments:
victory_zone_cfl.bms [449 Bytes]
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PostPosted: Wed Jun 28, 2017 2:44 am 
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Front Mission 4/Front Mission Online/Front Mission 5(PS2) - dvdimage.pos/dvdimage.dat

Well, the extension guessing function of this script is pretty basic, and you can't even find a true extension for those whose extension is not what quickBMS automatically guesses for the file without actually guessing the extension yourself. So if anyone here knows which extension a file was supposed to be(alongside the first four bytes of a file), let me know.


Attachments:
front_mission_ps2_pos_dat.bms [1.25 KiB]
Downloaded 8 times

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PostPosted: Wed Jun 28, 2017 1:42 pm 
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The Bouncer

The extracted BOUNCER.BIN files has exactly the same structure to the point you can reuse the script with them.

The .tbl/.nam/.dat pairs though are a different story. The .nam structure in particular seems straightforward at first until you realize that the names are meshed together for no reason.


Attachments:
the_bouncer.bms [1.73 KiB]
Downloaded 7 times

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