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PostPosted: Mon Mar 25, 2019 12:02 am 

Joined: Sun Mar 24, 2019 11:35 pm
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Attachment:
File comment: This is the clf file I am trying to open. You have to extract to zip sorry.
New_Boston_Main_day.clf.zip [3.7 MiB]
Downloaded 10 times
I need help extracting the .clf file I am trying to make Godzilla save the earth Xbox custom cities the .clf files header is pipeworks bundle file version 1.3 I would be very grateful for some help. I do own a legal copy of Godzilla save the earth thank you for reading.


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PostPosted: Wed Mar 27, 2019 3:46 am 
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Is that file the whole file?
Because I have a script for pipeworks but doesn't work with that file.


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PostPosted: Sat Mar 30, 2019 9:57 pm 

Joined: Sun Mar 24, 2019 11:35 pm
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Yes it is, but pipeworks made multiple games and multiple versions to those games. The .clf file originally is compressed in a zip format in Godzilla save the earth files but the zip is an easy to open file the .clf is not I could upload the entire Godzilla save the earth, but I am pretty sure you don't want to download a file that big but thank you for trying. One thing that might help is supposedly you can make your own bms scripts for extracting files but, one I don't know how to use commands like "idstring" I don't know where to put them in if you could explain how to make bms script I have tried that tutorial with the .kyp file you can no longer download it, it is a dead link. If it will help there are more than one .clf file I can upload another. Thank you for your time.


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PostPosted: Sun Mar 31, 2019 2:39 am 
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This version 1.3 is a mess, I leave it to someone else.


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PostPosted: Sun Mar 31, 2019 3:33 am 

Joined: Sun Mar 24, 2019 11:35 pm
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What is the difference between the original version and 1.3? Thank you for trying.


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PostPosted: Sun Mar 31, 2019 12:59 pm 
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In this case the problem is locating the TOC (table with information about the files to extract) because the format has various offsets and in the past versions I used a work-around to do the job.


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PostPosted: Sun Mar 31, 2019 1:34 pm 

Joined: Sun Mar 24, 2019 11:35 pm
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So is it possible to extract the files? Thank you for the information you have already given me.


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PostPosted: Sun Mar 31, 2019 1:45 pm 
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With some time and effort everything is possible :)


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PostPosted: Sun Mar 31, 2019 1:49 pm 
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Joined: Fri Mar 30, 2018 2:48 am
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aluigi wrote:
With some time and effort everything is possible :)


LOL this is literally my motto.

Image

Super off-topic, but funny.

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PostPosted: Sun Mar 31, 2019 2:32 pm 

Joined: Sun Mar 24, 2019 11:35 pm
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So how do I crest a bms script to extract. it thank you for letting me know it is possible.


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PostPosted: Sun Mar 31, 2019 4:24 pm 
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@GHFear
:D

@Jetjaguar
it's complex stuff that requires experience, if it was easy I would have done it on the fly...


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PostPosted: Sun Mar 31, 2019 5:20 pm 

Joined: Sun Mar 24, 2019 11:35 pm
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There is a tutorial (https://www.vg-resource.com/thread-28180.html) but I don't know where to put in commands it does not look that hard but I can't find where to put the commands if you know it would be very helpful thank you.


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PostPosted: Fri Apr 05, 2019 3:06 am 

Joined: Sun Mar 24, 2019 11:35 pm
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Attachment:
default.xbe.zip [1.74 MiB]
Downloaded 6 times
I have learned more about the .clf, I opened the execution file (the .xbe) file which I am going to upload I would appreciate any help when the .clf file is extracted I expect to see .edf files and .PWK files I don't know what they are all I know is in some strings in the execution I saw it. there are very many different options to get in to the .clf file one website said I could reverse engineering the execution file and creat a homebrew extractor, but I don't know how to do that I will look to see how to do that thank you for reading.


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