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PostPosted: Tue Feb 14, 2017 11:35 pm 
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Joined: Tue Feb 02, 2016 2:35 am
Posts: 799
Shellshock: Nam` 67 (PS2, XBOX, PC) - ASSETS.DAT/ASSETS##.DAT

It`s just a rewrite of aluigi`s shellshock67.bms script, yet in this one many lines of code were saved to reflect the current quickBMS version.


Attachments:
shellshock_nam67.bms [756 Bytes]
Downloaded 22 times

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PostPosted: Thu Feb 16, 2017 8:46 pm 
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Joined: Tue Feb 02, 2016 2:35 am
Posts: 799
Grand Theft Auto San Andreas (PS2/XBOX) - SFX/STREAMS extractor

Well, this was originally going to be a single script for handling two .DAT files(TRAKLKUP.DAT/BANKLKUP.DAT), but the whole idea didn`t work out in the end so I ended up writing two separate scripts instead.

The file containers were set specifically for when vgmstream gets to support these files.

Research notes are included for those clueless about what does these files mean, and although you can just search for the GTAModding wiki an article about the audio system used in the game they only covered the PC version(for example, no mention of PlayStation ADPCM/VAG or Xbox ADPCM is found in those articles that do mention the audio system).


Attachments:
gtasa_lkup_notes.rar [1.39 KiB]
Downloaded 9 times
gtasa_lkup.rar [1.26 KiB]
Downloaded 11 times

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Last edited by AnonBaiter on Wed Feb 22, 2017 12:14 am, edited 2 times in total.
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PostPosted: Mon Feb 20, 2017 7:01 pm 
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Glacier Engine 2 - .[platform]*_binkvid splitter

It`s really interesting how I left these files for too long and just now I wrote this quick script.

On an unrelated note, does anyone know the hash function used for Hitman Sniper Challenge and Hitman Absolution?

* It means the pc/ps3/xbox360(x360?) versions.


Attachments:
binkvid.bms [240 Bytes]
Downloaded 10 times

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Last edited by AnonBaiter on Sat Mar 18, 2017 8:14 pm, edited 1 time in total.
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PostPosted: Sat Feb 25, 2017 10:07 pm 
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Joined: Tue Feb 02, 2016 2:35 am
Posts: 799
Don`t worry people, I`m fine... Wait a minute, why wasn`t I banned from that argument?
Anyway...

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PostPosted: Sat Feb 25, 2017 10:11 pm 
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Posts: 799
Shadow of Memories (XBOX) - game.wad/default.xbe

default.xbe is required for this script(after all the Xbox port of the game was released only on Europe, otherwise I need to do a few extra steps to support other regional releases of said port of the game). Don`t think you`re going to apply this script with just game.wad alone because you`re going to break the script you`re running on if you do so.

Now about the archive itself: some of the files contained in the archive are compressed using the zlib algorithm(it was referred to as "inflate" in default.xbe). However, I have no idea how to decompress those compressed files. Until I manage to work around with those files, this will have to suffice.


Attachments:
shadow_of_memories_xbox.bms [326 Bytes]
Downloaded 9 times

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PostPosted: Sun Feb 26, 2017 6:35 pm 
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Posts: 799
FOOTBALL.CFS

This archive file was used in This is Football and This is Football 2. I have no idea where versions 1.## and 2.## went.
It also uses some kind of unknown compression algorithm, however I don`t know how to decompress those files as of this writing.


Attachments:
this_is_football.bms [487 Bytes]
Downloaded 11 times

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PostPosted: Tue Mar 14, 2017 7:56 pm 
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Ubisoft - Common_BAO_0x________/[Language]_BAO_0x________ sorter

The structure of a BAO file changes depending on the values that are located in 0x1c(long) and 0x27(byte) offset(run the script with the -V parameter to see what I mean by this). This script was made to get things a bit easier, especially when you have tons of BAO files to sort it out.


Attachments:
ubisoft_bao_sorter.bms [446 Bytes]
Downloaded 4 times

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Last edited by AnonBaiter on Tue Mar 14, 2017 10:17 pm, edited 1 time in total.
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PostPosted: Tue Mar 14, 2017 9:21 pm 
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Posts: 799
func_header_GENH.bms

Well, it`s been a while since I wrote an reference header...
I`m not quite there yet, there is still stuff I need to add so consider this as the initial version.

Here`s an example using the included script:
Code:
include "func_header_GENH.bms"

set CHANNELS 2
#set INTERLEAVE 0
set FREQUENCY 44100
set LOOPSTART -1
set GENH_CODEC 0
set STARTOFFSET 0
math STARTOFFSET + 0x1000
set HEADERSIZE 0x1000
set AT3MODE 0      # not ready yet
set XMAMODE 0      # ditto
set OFFSET 0

get SIZE asize
math ORIGINALSIZE = SIZE
xmath LOOPEND "SIZE * CHANNELS"
if GENH_CODEC == 0x14 || GENH_CODEC == 0x15      # you can choose which one are you going to remove the "#" symbol on at the start of the line
#   set DATASIZE 0                              # set the raw XMA1/XMA2 datasize here in case there are oddities in the XMA2/XMA2 header
   math DATASIZE = SIZE                        # use this only in cases where the XMA1/XMA2 file in question is headerless
else
endif
math SIZE -= OFFSET
callfunction GENH_1 1


Attachments:
func_header_GENH.bms [1.12 KiB]
Downloaded 6 times

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PostPosted: Tue Mar 14, 2017 10:16 pm 
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Ubisoft Montreal - "scimitar" archive(.forge)

This was only tested on Assassin`s Creed(PS3, XBOX360, PC) so if you find any archive that starts with "scimitar" or has the .forge extension that was released before or after Assassin`s Creed(so long as it`s a Ubisoft game), let me know.


Attachments:
scimitar.bms [1.38 KiB]
Downloaded 10 times

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PostPosted: Sat Mar 18, 2017 5:54 pm 
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Ubisoft Montreal - ".big/.fat" archives

It was first used on Prince of Persia: The Sands of Time(PS2, GC, XBOX, PC). The usual Ubisoft Montreal`s audio middleware(.ss#/.sb# files) were packed into these archives, however in the PS2 version there were videos packed in as well, albeit separately.


Attachments:
sound_big_fat.bms [368 Bytes]
Not downloaded yet

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