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 Post subject: Gravel game .bank files
PostPosted: Fri Mar 09, 2018 12:23 pm 

Joined: Fri Mar 09, 2018 12:19 pm
Posts: 4
I was wondering which .BMS script for quickbms would work for Gravels .bank files? I have tried the one which works with Automation (for that game it works fine) but it is not extracting all the audio files, at least, I am fairly certain it is not because I can not find the "engine" sound samples for the revving engines such as commonly "on_low/ on_mid /off_low / off_mid" etc, just back-fires and all that stuff i don't want


Here is an example .bank file: https://mega.nz/#!SMkF3ALS!DBD5ScDGZzFG ... IWhyWjuqFI



And here is what gets extracted currently: https://mega.nz/#!PI0m1SiL!wPtlX5XhlmKZ ... WAnc1JoRZc



Is there perhaps encryption on some parts of these files not allowing total extraction? I thought it may of been in the biggest .bank file for vehicles which appears to be "vehiclecommonP0" but no luck. Unless i am being totally stupid, the engine audio must be in these named bank files somewhere...


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PostPosted: Sat Mar 10, 2018 2:29 pm 
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Usually you have to use fsbext with the -o -1 option (scanner mode) when you see a file with bank extension.
With that specific sample fsbext will fail because... well it's a scanner that needs improvements :P
You must specify the correct offset:
fsbext -o 0x9e75c0 -d output_folder Ford_FiestaST.bank

The riff_parser.bms script does a good job but more of the file is just the "LIST" data which is a FEV (I guess they are information about the fsb files).


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PostPosted: Sat Mar 10, 2018 8:50 pm 

Joined: Fri Mar 09, 2018 12:19 pm
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I have to admit I don't understand what i need to do. i just want the sound files extracted xD.


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PostPosted: Sat Mar 10, 2018 9:29 pm 
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I already gave you the command-line syntax.
fsbext is here:
http://aluigi.altervista.org/papers.htm#fsbext


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PostPosted: Sun Mar 11, 2018 10:02 am 

Joined: Fri Mar 09, 2018 12:19 pm
Posts: 4
Thanks, i got that, what i'm getting at is I'm not sure how to run that command as whenever i open fsbext it's in GUI mode instead of command prompt mode. I try to do it via cmd and using cd to get to the folder but when i get there the command doesn't work, it says no files exists.

It's been a long time since i've used cmd prompt, apologies.


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PostPosted: Sun Mar 11, 2018 11:13 am 
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You can create a file.bat with the command, put it in the same folder of the bank file, create a folder called output_folder and click on file.bat.
I have some tips about command-line on http://aluigi.altervista.org/about.htm#howuse but obviously using cmd is something unrelated to this forum :)


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PostPosted: Sun Mar 11, 2018 4:47 pm 

Joined: Fri Mar 09, 2018 12:19 pm
Posts: 4
Thanks that worked.

However, it doesn't look like any of the engine sound data is in ANY of the bank files, none of it. Only "effects" like backfires or broken_engine loops etc.

I am wondering whether or not they are located elsewhere but i can't figure out where else as this is the entire contents of the FMOD folder, hmm, oh well.


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PostPosted: Sun Mar 11, 2018 5:06 pm 
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ok so bank are excluded, check the other game files or maybe post a directory list of all the files (name and size), just to have an idea if there are archives or what files may be music.


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