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PostPosted: Fri Apr 27, 2018 9:43 pm 

Joined: Tue Mar 27, 2018 6:41 pm
Posts: 16
This may be a 'needle in a haystack' request, but how feasible would it be to edit the original bms script by aluigi to locate a specific file type that currently isn't being extracted by the current script?

I'm after the .rpe audio bank files. By default, the game folders have the 'Hub' Scene rpe files uncompressed, however all of the main level rpe files are in the pak files.

I attach a copy of one of the uncompressed rpe files from Buffy, and also from the Indiana Jones game (PC version)

The rpe files themselves can easily be opened in GameAudioPlayer or similar....if only I could get my hands on them :D

https://1drv.ms/f/s!Amua2WvdGonP8Bi1AvNFBi5_tTri


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PostPosted: Sat Apr 28, 2018 12:29 am 

Joined: Tue Apr 17, 2018 4:23 pm
Posts: 60
PRP1986 wrote:
This may be a 'needle in a haystack' request, but how feasible would it be to edit the original bms script by aluigi to locate a specific file type that currently isn't being extracted by the current script?

I'm after the .rpe audio bank files. By default, the game folders have the 'Hub' Scene rpe files uncompressed, however all of the main level rpe files are in the pak files.

I attach a copy of one of the uncompressed rpe files from Buffy, and also from the Indiana Jones game (PC version)

The rpe files themselves can easily be opened in GameAudioPlayer or similar....if only I could get my hands on them :D

https://1drv.ms/f/s!Amua2WvdGonP8Bi1AvNFBi5_tTri

I think I have those (cxbx saved them in the emulated xbox hd partition) don't have the ddb or txt files that indy has though
https://www.dropbox.com/s/4aldy39z5991k ... e.rar?dl=0


they are, though, in xbox adpcm, and GAP will play them with the xbox adpcm codec installed , for pc use they need to be converted to regular wav though


***EDIT** had the wrong rpe's up, had to edit to replace the DL with the correct buffy ones)


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PostPosted: Sat Apr 28, 2018 2:40 am 

Joined: Tue Apr 17, 2018 4:23 pm
Posts: 60
in fact here is the rest of the files created by cxbx that would be stored on the xbox HD once the game is run once
dialog goes right along beside the rest of these folders just like it does in indy
https://www.dropbox.com/s/9b44boxw3s9i8 ... 4.rar?dl=0


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PostPosted: Sat Apr 28, 2018 3:01 am 

Joined: Tue Mar 27, 2018 6:41 pm
Posts: 16
Thank you so much - these are exactly what I was after!


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PostPosted: Sat Apr 28, 2018 5:04 am 

Joined: Tue Apr 17, 2018 4:23 pm
Posts: 60
Acewell wrote:
here is Noesis python script to open the mtx texture samples :D
tex_BuffytheVampireSlayer_Xbox_mtx.zip
supports dxt1, dxt5 and rgba8888, top level mip only

try as I may, I can not get python to install noesis...needs javabridge and it will not compile/install... have 32bit java 8 (And sdk) and 64bit java 10 (And sdk, no 32bit variant to install) and no matter what I get "Failed to find the Java Development Kit. Please download and install the Oracle JDK 1.6 or later")
RuntimeError: Failed to find the Java Development Kit. Please download and install the Oracle JDK 1.6 or later


***EDIT***
Ok fixed that error, had to edit the script, it was looking in the wrong registry key \\software\JavaSoft\Java Development Kit should have been looking in \\software\JavaSoft\JDK


Last edited by medievil on Sat Apr 28, 2018 5:19 am, edited 1 time in total.

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PostPosted: Sat Apr 28, 2018 5:19 am 
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Joined: Fri Aug 08, 2014 1:06 am
Posts: 514
nothing to install/compile, download Noesis and extract it some place then move the python
script to Noesis\plugins\python folder, then you can launch Noesis and open mtx files. :)

http://richwhitehouse.com/index.php?con ... project=91

this has nothing to do with Java by the way, i've no idea what you got going on there. :)

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PostPosted: Sat Apr 28, 2018 5:31 am 

Joined: Tue Apr 17, 2018 4:23 pm
Posts: 60
Acewell wrote:
nothing to install/compile, download Noesis and extract it some place then move the python
script to Noesis\plugins\python folder, then you can launch Noesis and open mtx files. :)

http://richwhitehouse.com/index.php?con ... project=91

this has nothing to do with Java by the way, i've no idea what you got going on there. :)



alrighty... not the same noesis for python I found through google...lol
at least I got it all lined out....python installed, and working..lol
was wondering what data mining had to do with it..lol
http://noesis-python.readthedocs.io/en/latest/

Is it possible with noesis to batch convert a whole folder (since they are individual textures) and save them as dds files?if so then the whole texture thing will be solved cause I can then groupe them into their proper multitex files with the mtx packer bms script.. that will be a step closer to getting this to run on the INDY slayer PC engine (next step, extract the audio from the RPE files, convert them to standard wave and repack them into RPE)

***EDIT***
Nevermind, just found the batch option, works fast!!


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PostPosted: Sat Apr 28, 2018 1:05 pm 

Joined: Tue Apr 17, 2018 4:23 pm
Posts: 60
found a bug, either in the buffy pak bms or the main quickbms if you skip or overwrite same files(cause the pak files contain duplicates, apparently on xbox they just load the pak file in memory for the level) you will eventually error out:
- error in src\extra\xalloc.c line 618: xdbg_malloc()

Error: memory allocation problem
File exists


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PostPosted: Sat Apr 28, 2018 3:16 pm 

Joined: Tue Apr 17, 2018 4:23 pm
Posts: 60
ok... new issue....music files are not right at all...no header, see this near the top
Code:
Offset(h) 00 01 02 03 04 05 06 07 08 09 0A 0B 0C 0D 0E 0F

00000160  1C 00 57 00 4D 00 46 00 53 00 44 00 4B 00 56 00  ..W.M.F.S.D.K.V.
00000170  65 00 72 00 73 00 69 00 6F 00 6E 00 00 00 00 00  e.r.s.i.o.n.....
00000180  1A 00 37 00 2E 00 30 00 31 00 2E 00 30 00 30 00  ..7...0.1...0.0.
00000190  2E 00 33 00 30 00 35 00 35 00 00 00 1A 00 57 00  ..3.0.5.5.....W.
000001A0  4D 00 46 00 53 00 44 00 4B 00 4E 00 65 00 65 00  M.F.S.D.K.N.e.e.
000001B0  64 00 65 00 64 00 00 00 00 00 16 00 30 00 2E 00  d.e.d.......0...
000001C0  30 00 2E 00 30 00 2E 00 30 00 30 00 30 00 30 00  0...0...0.0.0.0.
000001D0  00 00 40 52 D1 86 1D 31 D0 11 A3 A4 00 A0 C9 03  ..@Rц.1Ð.£¤. É.
000001E0  48 F6 96 00 00 00 00 00 00 00 41 52 D1 86 1D 31  Hö–.......ARц.1
000001F0  D0 11 A3 A4 00 A0 C9 03 48 F6 01 00 00 00 02 00  Ð.£¤. É.Hö......
00000200  17 00 57 00 69 00 6E 00 64 00 6F 00 77 00 73 00  ..W.i.n.d.o.w.s.
00000210  20 00 4D 00 65 00 64 00 69 00 61 00 20 00 41 00   .M.e.d.i.a. .A.
00000220  75 00 64 00 69 00 6F 00 20 00 56 00 38 00 00 00  u.d.i.o. .V.8...
00000230  19 00 31 00 32 00 38 00 20 00 6B 00 62 00 70 00  ..1.2.8. .k.b.p.
00000240  73 00 2C 00 20 00 34 00 38 00 20 00 6B 00 48 00  s.,. .4.8. .k.H.
00000250  7A 00 2C 00 20 00 73 00 74 00 65 00 72 00 65 00  z.,. .s.t.e.r.e.
00000260  6F 00 00 00 02 00 61 01 36 26 B2 75 8E 66 CF 11  o.....a.6&²uŽfÏ.
00000270  A6 D9 00 AA 00 62 CE 6C C7 76 27 00 00 00 00 00  ¦Ù.ª.bÎlÇv'.....
00000280  1B D2 00 FD 04 5D 4E 46 B3 42 9D 8C BC A6 F6     .Ò.ý.]NF³B.Œ¼¦ö

gonna have to figure them out....


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PostPosted: Sat Apr 28, 2018 3:22 pm 

Joined: Tue Apr 17, 2018 4:23 pm
Posts: 60
well nevermind they play fine in vlc, wouldn't play in GAP

so wma plays fine, xbadpcm wav have to be converted to regular wav


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PostPosted: Sat Apr 28, 2018 5:06 pm 

Joined: Tue Apr 17, 2018 4:23 pm
Posts: 60
ummm..so all you have to do is change one byte in the xbox adpcm wav.. byte 14 from 69 to 11 and they play in vlc but MPC, WMP and groove all do not (with WMP Maleware byte even sees it as an exploit..lol)


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PostPosted: Sat Apr 28, 2018 6:59 pm 

Joined: Tue Apr 17, 2018 4:23 pm
Posts: 60
ok huuuuge issue... @ Acewell
The script to reimport into mtx was one you posted (Worked on) over on the xantex forum (I posted it as code earlier in the thread) does seem to work...it will not create an mtx file from the dds files (Stripped header/extension or not)

here is a pc indy mtx, for a refresher...I know it has been a while since you worked on that script...looks like sections with pointers to where the texture is located, probably a counter up top showing how many are in the file...but not being familiar with all of this I get lost easily...any breakdown of how to create the file is most appreciated!

https://www.dropbox.com/s/0lm83hevypmu9 ... y.mtx?dl=0


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PostPosted: Sun Apr 29, 2018 12:05 am 
User avatar

Joined: Fri Aug 08, 2014 1:06 am
Posts: 514
medievil wrote:
The script to reimport into mtx was one you posted over on the Xentax forum does seem to work...

yep, it "does seem to work" based on the direct feedback from the guys posting there. :)
the purpose of reimport is not to create, but to find and replace data with modified data.
are you following the reimport instructions correctly? i test all scripts before posting them.

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Search bms scripts


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PostPosted: Sun Apr 29, 2018 12:51 am 

Joined: Tue Apr 17, 2018 4:23 pm
Posts: 60
Acewell wrote:
medievil wrote:
The script to reimport into mtx was one you posted over on the Xentax forum does seem to work...

yep, it "does seem to work" based on the direct feedback from the guys posting there. :)
the purpose of reimport is not to create, but to find and replace data with modified data.
are you following the reimport instructions correctly? i test all scripts before posting them.


yea figured that out, problem is the xbox buffy doesn't have the textures all in one mtx, so no base multitex to reimport them to
... I just assumed when I ran across the script that it created not substituted...already been looking into it, that multitex header is ummm confusing... current plan is to sub in some random stuff so I can find the pointer to the file start in each sub header...


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PostPosted: Sun Apr 29, 2018 1:05 am 

Joined: Tue Apr 17, 2018 4:23 pm
Posts: 60
ok
what I know so far (not much..lol)
Code:
Offset(h) 00 01 02 03 04 05 06 07 08 09 0A 0B 0C 0D 0E 0F

000000A0  64 15 00 00 01 00 00 00 FF FF FF FF FF FF FF FF  d.......ÿÿÿÿÿÿÿÿ
000000B0  FF FF FF FF 8B 79 47 3C 01 00 00 00 63 61 75 73  ÿÿÿÿ‹yG<....caus
000000C0  74 30 31 00 47 F0 40 40 40 F0 34 34 34 F0 2A 2A  t01.Gð@@@ð444ð**
000000D0  2A F0 24 24 24 F0 26 26 26 F0 2E 2E 63 61 75 73  *ð$$$ð&&&ð..caus
000000E0  74 30 31 00 4D F0 4F 4F 4F F0 42 42 42 F0 39 39  t01.MðOOOðBBBð99
000000F0  39 F0 32 32 32 F0 32 32 32 F0 4A 4A 20 00 00 00  9ð222ð222ðJJ ...
00000100  20 00 00 00 00 00 00 00 20 00 00 00 08 08 08 08   ....... .......
00000110  05 00 00 00 FF FF FF FF 00 00 00 00 88 25 00 00  ....ÿÿÿÿ....ˆ%..

this is actually the second sub header...the first two in the last group of 4 (88 25 Standard hex byte swap location is 2588) are the start pointer for the actual file, I can move there in the hex editor and see the next file start
The first two (64 15) are the header start is is consistent across all the subheaders except the very first one, BUT on other mtx files, the numbers are different


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PostPosted: Sun Apr 29, 2018 1:22 am 

Joined: Tue Apr 17, 2018 4:23 pm
Posts: 60
Code:
Offset(h) 00 01 02 03 04 05 06 07 08 09 0A 0B 0C 0D 0E 0F

000000A0  78 15 00 00 01 00 00 00 FF FF FF FF FF FF FF FF  x.......ÿÿÿÿÿÿÿÿ
000000B0  FF FF FF FF D5 8B 1E 3B 01 00 00 00 61 63 69 64  ÿÿÿÿÕ‹.;....acid
000000C0  73 70 69 74 30 32 00 00 00 00 00 00 00 00 00 00  spit02..........
000000D0  00 00 00 00 00 00 00 00 00 00 00 00 61 63 69 64  ............acid
000000E0  73 70 69 74 30 32 00 00 00 00 00 00 00 00 00 00  spit02..........
000000F0  00 00 00 00 00 00 00 00 00 00 00 00 40 00 00 00  ............@...
00000100  40 00 00 00 00 00 00 00 20 00 00 00 08 08 08 08  @....... .......
00000110  06 00 00 00 FF FF FF FF 05 00 00 00 1C BB 00 00  ....ÿÿÿÿ.....»..


second subheader from a different mtx.... location pointer is consistant.....and seems that the first subheader is consistant across mtx files, it starts with 80

Code:
Offset(h) 00 01 02 03 04 05 06 07 08 09 0A 0B 0C 0D 0E 0F

00000020  80 00 00 00 00 00 00 00 FF FF FF FF FF FF FF FF  €.......ÿÿÿÿÿÿÿÿ
00000030  FF FF FF FF E0 8B 1E 3B 01 00 00 00 61 63 69 64  ÿÿÿÿà‹.;....acid
00000040  73 70 69 74 30 31 00 00 00 00 00 00 00 00 00 00  spit01..........
00000050  00 00 00 00 00 00 00 00 00 00 00 00 61 63 69 64  ............acid
00000060  73 70 69 74 30 31 00 00 00 00 00 00 00 00 00 00  spit01..........
00000070  00 00 00 00 00 00 00 00 00 00 00 00 40 00 00 00  ............@...
00000080  40 00 00 00 00 00 00 00 20 00 00 00 08 08 08 08  @....... .......
00000090  06 00 00 00 FF FF FF FF 05 00 00 00 A4 A5 00 00  ....ÿÿÿÿ....¤¥..
1st header on this mtx


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PostPosted: Sun Apr 29, 2018 1:36 am 

Joined: Tue Apr 17, 2018 4:23 pm
Posts: 60
ok And I have found texture size
Code:
Offset(h) 00 01 02 03 04 05 06 07 08 09 0A 0B 0C 0D 0E 0F

00000020  80 00 00 00 00 00 00 00 FF FF FF FF FF FF FF FF  €.......ÿÿÿÿÿÿÿÿ
00000030  FF FF FF FF 8C 2F 99 3C 00 00 00 56 65 5F 73 72  ÿÿÿÿŒ/™<...Ve_sr
00000040  6C 6B 5F 74 78 72 5F 61 72 63 68 00 B8 6D 91 95  lk_txr_arch.¸m‘•
00000050  67 8E 92 68 8B 8F 6D 8D 91 59 7A 80 65 5F 73 72  gŽ’h‹.m.‘Yz€e_sr
00000060  6C 6B 5F 74 78 72 5F 61 72 63 68 00 A7 B2 7F A7  lk_txr_arch.§².§
00000070  B2 66 91 9D 66 8D 9C 68 90 9B 66 8C 00 02 00 00  ²f‘.f.œh.›fŒ....
00000080  00 01 00 00 00 00 00 00 20 00 00 00 08 08 08 08  ........ .......
00000090  08 00 00 00 FF FF FF FF 01 00 00 00 A4 31 00 00  ....ÿÿÿÿ....¤1..

here at location 7d and 81 are the width/height if you look at the other headers posted it is consistent they all have size numbers there.. in this case it is 512x256(00 02 00 00 is 512) (00 01 00 00 = 256) in the previous post at 7c and 80 you have (40 00 00 00 = 64)


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PostPosted: Sun Apr 29, 2018 1:53 am 

Joined: Tue Apr 17, 2018 4:23 pm
Posts: 60
ok, also not evident from whats posted, but the 4th byte in each sub header is the file number if you look at each one I posted that is the second subheader, you see 01(first subheader is 00)
not found dxt format though no 41 or 45 (2 most common)


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PostPosted: Sun Apr 29, 2018 2:20 am 

Joined: Tue Apr 17, 2018 4:23 pm
Posts: 60
hmmm all the actual texture files also begin with 4 bytes not sure what they mean, they are consistent for that mtx... for instance one i just checked is 01 00 00 00 another 00 01 00 00 and still another 00 02 00 00


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PostPosted: Sun Apr 29, 2018 3:01 pm 

Joined: Tue Apr 17, 2018 4:23 pm
Posts: 60
seems my header examples are off a little bit, the actual start is with the file number and it ends with the 4 bytes for textures size..
Code:
Offset(h) 00 01 02 03 04 05 06 07 08 09 0A 0B 0C 0D 0E 0F

000000A0  xx xx xx xx 01 00 00 00 FF FF FF FF FF FF FF FF      ....ÿÿÿÿÿÿÿÿ
000000B0  FF FF FF FF 8B 79 47 3C 01 00 00 00 63 61 75 73  ÿÿÿÿ‹yG<....caus
000000C0  74 30 31 00 47 F0 40 40 40 F0 34 34 34 F0 2A 2A  t01.Gð@@@ð444ð**
000000D0  2A F0 24 24 24 F0 26 26 26 F0 2E 2E 63 61 75 73  *ð$$$ð&&&ð..caus
000000E0  74 30 31 00 4D F0 4F 4F 4F F0 42 42 42 F0 39 39  t01.MðOOOðBBBð99
000000F0  39 F0 32 32 32 F0 32 32 32 F0 4A 4A 20 00 00 00  9ð222ð222ðJJ ...
00000100  20 00 00 00 00 00 00 00 20 00 00 00 08 08 08 08   ....... .......
00000110  05 00 00 00 FF FF FF FF 00 00 00 00 88 25 00 00  ....ÿÿÿÿ....ˆ%..
00000120  64 15 00 00 xx xx xx xx xx xx xx xx xx xx xx xx  d...
so the subheader here starts at 0a4 and ends at 0123


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