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PostPosted: Mon Jun 25, 2018 1:23 pm 

Joined: Tue Feb 02, 2016 2:35 am
Posts: 1076
Lair (PS3) - *.dat/*.txt/*.data

as it is right now, only the .dat archive format used in the game is useful with this script in any way
however, since most - if not all - files stored in said format are technically "packed files" by definition, i've set up a "parse_data" variable in which the extraction process is set by the user
the instructions goes like this
Code:
math parse_data = 0 # normal extraction(one file will be extracted without any fingerprints of any kind)
math parse_data = 1 # thorough extraction(as in, one "packed file" will be extracted into several subfiles of its own)


Attachments:
lair.bms [2.98 KiB]
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PostPosted: Mon Jun 25, 2018 9:38 pm 

Joined: Tue Feb 02, 2016 2:35 am
Posts: 1076
quanticdream (Fahrenheit/Indigo Prophecy/Fahrenheit Indigo Prophecy) - QUANTICDREAMTABINDEX/QUANTICDREAMTABIDMEM

based on aluigi's quanticdream.bms script
support for PC version(except the PC demo of the game - the script already works with it except with the .dbg format) will come at a later date, and so will be Fahrenheit: Indigo Prophecy Remastered as well


Attachments:
fahrenheit_indigo_prophecy.bms [1.88 KiB]
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Last edited by AnonBaiter on Mon Jun 25, 2018 9:54 pm, edited 4 times in total.
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PostPosted: Mon Jun 25, 2018 9:39 pm 

Joined: Tue Feb 02, 2016 2:35 am
Posts: 1076
quanticdream (Sony era) - QUANTICDREAMTABINDEX/QUANTICDREAMTABIDMEM/.sdat/.edat


Attachments:
heavy_rain.bms [2.2 KiB]
Downloaded 11 times

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PostPosted: Sat Jun 30, 2018 3:49 pm 

Joined: Mon Nov 06, 2017 8:24 pm
Posts: 5
Did a minor fix for The Bouncer to read names from .nam (simply, all are size 0x8)

https://www.sendspace.com/file/lw766x


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PostPosted: Sat Jun 30, 2018 8:19 pm 

Joined: Tue Feb 02, 2016 2:35 am
Posts: 1076
i've reviewed all of your changes

to prevent extraction errors out of these ".tbl" files, the "getdstring" function of the NAME variable should get a name that is within reach of a certain file - meaning, this is how it's actually done
Code:
if OFFSET != 0xffffffff || SIZE != 0xffffffff
   getdstring NAME 8 1

   math OFFSET * 0x800
   log NAME OFFSET SIZE 2
endif
i also addressed an oddity of mine which is this specific line
Code:
xmath OFF2 "TMP3"
i replaced this weird line with
Code:
math OFF2 = TMP3
an easy-to-read line so it doesn't look as horrid

after this post just assume i've already updaded my "The Bouncer" post with said script you made a change from

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PostPosted: Wed Jul 04, 2018 10:55 pm 

Joined: Mon Jul 31, 2017 2:28 am
Posts: 22
Any idea when will be available support for Fahrenheit: Indigo Prophecy Remastered? I am trying to make a translation.


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PostPosted: Thu Jul 05, 2018 12:05 am 

Joined: Tue Feb 02, 2016 2:35 am
Posts: 1076
unfortunately this is not my top priority
you can try and test that fahrenheit_indigo_prophecy.bms script into one of those remastered files if you want though

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PostPosted: Thu Jul 05, 2018 3:16 pm 

Joined: Mon Jul 31, 2017 2:28 am
Posts: 22
I tested it but after it extracts some files I have no idea how to get the text.


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PostPosted: Thu Jul 05, 2018 4:04 pm 

Joined: Tue Feb 02, 2016 2:35 am
Posts: 1076
good
come to think of it i kinda examined a few files which contained "text" stuff
they kinda look like unicode text though, not to mention embedded in one of those "PARTITIO" files

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PostPosted: Thu Jul 05, 2018 4:39 pm 

Joined: Mon Jul 31, 2017 2:28 am
Posts: 22
The script extracts several types of files in 7 folders. In the first folder named "000a" are .dbraw files. In the second, third and seventh folder named "0ffb" "03f2" and "0833" are .partitio files. In the fourth folder named "0007" are .databank files. In the fifth and sixth folder named "0008" and "082e" are .com_cont files. If that will help I can send you the files.


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PostPosted: Thu Jul 05, 2018 6:19 pm 

Joined: Tue Feb 02, 2016 2:35 am
Posts: 1076
actually i'm quite resourceful with that game alone(excluding Remastered, i don't have that one to check although i suspect the data isn't very different from the original version of the game) so i'll take a look at these kind of stuff later on
as for these files though, the "dbraw" ones are simply raw texture data, "databank" is just a mini-archive in the veins of Crystal Dynamics' DRM format, "com_cont" is just programming stuff, "partitio" is just streamed audio data plus embedded stuff such as animation data and/or dialogue text

for now i'll have to confirm the above info but that's all i know for now

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