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PostPosted: Thu Dec 28, 2017 10:45 pm 

Joined: Thu Dec 28, 2017 10:06 pm
Posts: 11
Hello everyone!
I have tried to extract the game files from the XBOX 360 version of "Bejeweled Blitz LIVE".
I have used wxPirs to unpack the files from the archive and then got three .pak files and a .xpr file.
Then I tried to unpack the .pak files as I would open a normal PopCap's .pak file (7x7m, also seen in PvZ, Bejeweled 3 and others) with no success.
So I was wondering if any of you guys could unpack those files https://drive.google.com/open?id=1IVUT1Lz8_fM5R97_leM-FtKxZAY3kCZw . I can upload to other sites if you are not familiar with Drive.
Thank you.


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PostPosted: Sat Dec 30, 2017 11:45 am 

Joined: Thu Dec 28, 2017 10:06 pm
Posts: 11
Update : I forgot to decompress the archive *facepalms*. I decompressed it now and got an archive that contains legit data (in hex I can see content) but it has a magic I didn't see before - ÀJÀº. So, can anyone find the scipt for this file https://drive.google.com/open?id=1VatuT ... yU1rPKzyO4 ? Thank you.


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PostPosted: Sat Dec 30, 2017 6:02 pm 
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http://aluigi.org/bms/specialbit.bms


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PostPosted: Sat Dec 30, 2017 7:50 pm 

Joined: Thu Dec 28, 2017 10:06 pm
Posts: 11
aluigi wrote:
http://aluigi.org/bms/specialbit.bms

Worked fine, although a lot of sound files can't be opened. Thank you sooo much!
By the way, the blitz.xpr uses a different compression method and has magic XPR2. Sample https://drive.google.com/open?id=1dIuQo ... bCtHLwJmo3 . I tried usual xpr scripts, they didn't work.


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PostPosted: Sun Dec 31, 2017 8:28 am 
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xpr are ever a problem


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PostPosted: Sun Dec 31, 2017 10:33 am 

Joined: Thu Dec 28, 2017 10:06 pm
Posts: 11
Actually this archive contains the files I need... I tried all xpr scipts I found here and none of them worked. Even Bejeweled 2 for XBOX uses a different storage method.


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PostPosted: Sun Dec 31, 2017 5:22 pm 
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Joined: Fri Aug 08, 2014 1:06 am
Posts: 516
BoggY wrote:
Worked fine, although a lot of sound files can't be opened.

the offsets look wrong to me, the file headers contain tailings from the previous file, try this script: :)
Code:
# script for QuickBMS http://aluigi.altervista.org/quickbms.htm

get FOLDER basename
idstring "\xc0\x4a\xc0\xba"
get ZERO long
for i
    get FLAG byte
    if FLAG == 0x80
        break
    endif
    get NAME_SZ byte
    getdstring NAME NAME_SZ
    get SIZE long
    putarray 1 i NAME
    putarray 2 i SIZE
    get UNK longlong
next i
math FILES = i
for j = 0 < FILES
    get SKIP_BYTES byte
    math SKIP_BYTES + 1
    goto SKIP_BYTES 0 seek_cur
    savepos OFFSET
    getarray NAME 1 j
    getarray SIZE 2 j
    string NAME p= "%s\%s" FOLDER NAME
    log NAME OFFSET SIZE
    math OFFSET + SIZE
    goto OFFSET
next j

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PostPosted: Sun Dec 31, 2017 6:37 pm 

Joined: Thu Dec 28, 2017 10:06 pm
Posts: 11
Acewell wrote:
BoggY wrote:
Worked fine, although a lot of sound files can't be opened.

the offsets look wrong to me, the file headers contain tailings from the previous file, try this script: :)
Code:
# script for QuickBMS http://aluigi.altervista.org/quickbms.htm

get FOLDER basename
idstring "\xc0\x4a\xc0\xba"
get ZERO long
for i
    get FLAG byte
    if FLAG == 0x80
        break
    endif
    get NAME_SZ byte
    getdstring NAME NAME_SZ
    get SIZE long
    putarray 1 i NAME
    putarray 2 i SIZE
    get UNK longlong
next i
math FILES = i
for j = 0 < FILES
    get SKIP_BYTES byte
    math SKIP_BYTES + 1
    goto SKIP_BYTES 0 seek_cur
    savepos OFFSET
    getarray NAME 1 j
    getarray SIZE 2 j
    string NAME p= "%s\%s" FOLDER NAME
    log NAME OFFSET SIZE
    math OFFSET + SIZE
    goto OFFSET
next j

This one worked flawlessly. Thanks a lot for the quick answers!
I still can't seem to open the .xpr archive though. I have tried to make the script myself, but I am still new to this so, y'know... And that one is the most important to me...


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PostPosted: Sun Dec 31, 2017 9:17 pm 
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Posts: 516
BoggY wrote:
I still can't seem to open the .xpr archive though. I have tried to make the script myself, but I am still new to this so, y'know... And that one is the most important to me...

you could extract the contents with Quickbms but the image data would still be tiled,
so i am working on a Noesis python script to open the xpr sample. :)

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PostPosted: Thu Jan 04, 2018 10:47 pm 

Joined: Thu Dec 28, 2017 10:06 pm
Posts: 11
Acewell wrote:
you could extract the contents with Quickbms but the image data would still be tiled,
so i am working on a Noesis python script to open the xpr sample. :)

Really nice to hear, thanks a lot! Seems like it's hard since it takes this long, but take your time. Thank you so much!


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PostPosted: Tue Jan 09, 2018 4:33 am 
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Joined: Fri Aug 08, 2014 1:06 am
Posts: 516
this is the best i can do, i hope you find what you need and it serves you well. :)
Attachment:
tex_BejeweledBlitzLive_X360_xpr.zip [1007 Bytes]
Downloaded 33 times

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PostPosted: Tue Jan 09, 2018 1:19 pm 

Joined: Thu Dec 28, 2017 10:06 pm
Posts: 11
Acewell wrote:
this is the best i can do, i hope you find what you need and it serves you well. :)
tex_BejeweledBlitzLive_X360_xpr.zip

Woah, thanks a lot! I really appreciate your effort! I assume those one pixel images are badly extracted or something... If this helps, in the attached file is a list of all images in their folders (it also includes sounds and other stuff, but those are all correctly unpacked).
EDIT : I found what I needed, but it doesn't really look quite right, probably due to being badly extracted.
Thank you soo much! :D


Attachments:
resources.xml [108.26 KiB]
Downloaded 32 times
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PostPosted: Wed Jan 10, 2018 1:07 am 
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Posts: 516
BoggY wrote:
I assume those one pixel images are badly extracted or something...I found what I needed, but it doesn't really look quite right, probably due to being badly extracted.

no not badly extracted, that is how the data was stored, it looks odd but the game engine probably knew how to handle it
regardless, even if you go to the offsets and extract by hand they still look like that, so is correct a far as i can see. :lol:

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PostPosted: Thu Jan 11, 2018 1:46 pm 

Joined: Thu Dec 28, 2017 10:06 pm
Posts: 11
I see. I have just noticed how is it actually stored, and it seems like everything is looking pretty good! And those 1 pixel images might be some leftover from Bejeweled Twist, the game this title is based on (because PopCap likes to leave a lot of unused stuff in their games for some reason). Anyways, thank you so much for your effort, I really appreciate it. Really nice to see one of those really old forums still being active!


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