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 Post subject: [PSX] Shadow Man - *.BIN
PostPosted: Mon Dec 03, 2018 10:49 am 
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Image

Could someone please create a script or tool capable of extracting the files from this package? Thank you!


Sample: https://files.fm/u/98f3dhka

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PostPosted: Wed Dec 05, 2018 2:33 am 
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Files are sequential, no header, no TOC or any information about size and/or offsets... game probably use some index file, there's any other file on same folder with a suggestive name?

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PostPosted: Wed Dec 05, 2018 2:29 pm 
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Delutto wrote:
Files are sequential, no header, no TOC or any information about size and/or offsets... game probably use some index file, there's any other file on same folder with a suggestive name?


Yes, there are only 4 files in the game media.
The sample I sent represents only 100MB of the file "IMAGE.BIN" that has 453MB.

Image


Attachments:
File comment: .
1KHZTONE.DA
SLUS_008.95
SYSTEM.CNF

1KHZTONE.DA, SLUS_008.95, SYSTEM.CNF.rar [216.55 KiB]
Downloaded 6 times

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PostPosted: Thu Dec 06, 2018 1:00 pm 
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Maybe the TOC is located in the final part of IMAGE.BIN


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PostPosted: Fri Dec 07, 2018 6:55 pm 
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Complete file
IMAGE.BIN: https://www.mediafire.com/file/wmrlnr9l ... N.rar/file

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PostPosted: Fri Dec 07, 2018 10:42 pm 
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Nothing on the tail.
And I don't see any information in SLUS_008.95, for example one file is 0xa3d bytes but there is no 3d 0a 00 00 in it.


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PostPosted: Tue Dec 11, 2018 8:21 am 

Joined: Tue Apr 17, 2018 4:23 pm
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since it is a ps1 game and it streams the file instead of loading it in memory whole, it doesn't need file names, just a list of start/finish numbers... it could use a counter I guess, count however many bytes in and proceed how ever many for the file..or maybe it uses a certain character combo as a terminator... 3B 0D 0A is really common in the data file


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PostPosted: Tue Dec 11, 2018 1:40 pm 
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medievil wrote:
or maybe it uses a certain character combo as a terminator... 3B 0D 0A is really common in the data file
Neh... the package starts with a bunch of text files and this 0x3B0D0A that you see it's just the (";" + line break) of this texts.
The information about sizes and/or offsets should be in the game executable, so... I'm out.

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PostPosted: Wed Dec 12, 2018 3:11 pm 
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Delutto wrote:
medievil wrote:
or maybe it uses a certain character combo as a terminator... 3B 0D 0A is really common in the data file
Neh... the package starts with a bunch of text files and this 0x3B0D0A that you see it's just the (";" + line break) of this texts.
The information about sizes and/or offsets should be in the game executable, so... I'm out.


rsrsrsrs

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PostPosted: Thu Dec 13, 2018 3:19 am 

Joined: Tue Apr 17, 2018 4:23 pm
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Delutto wrote:
medievil wrote:
or maybe it uses a certain character combo as a terminator... 3B 0D 0A is really common in the data file
Neh... the package starts with a bunch of text files and this 0x3B0D0A that you see it's just the (";" + line break) of this texts.
The information about sizes and/or offsets should be in the game executable, so... I'm out.

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

03FA8000  73 74 61 74 69 63 20 75 31 36 20 46 46 5F 43 55  static u16 FF_CU
03FA8010  54 5B 5D 3D 7B 0D 0A 09 66 70 5F 43 55 54 53 43  T[]={...fp_CUTSC
03FA8020  45 4E 45 5F 53 43 52 49 50 54 53 5F 45 4E 47 4C  ENE_SCRIPTS_ENGL
03FA8030  49 53 48 5F 44 57 30 30 30 5F 43 55 54 2C 0D 0A  ISH_DW000_CUT,..
03FA8040  09 66 70 5F 43 55 54 53 43 45 4E 45 5F 53 43 52  .fp_CUTSCENE_SCR
03FA8050  49 50 54 53 5F 45 4E 47 4C 49 53 48 5F 49 4E 54  IPTS_ENGLISH_INT
03FA8060  52 4F 5F 43 55 54 2C 0D 0A 09 66 70 5F 43 55 54  RO_CUT,...fp_CUT
03FA8070  53 43 45 4E 45 5F 53 43 52 49 50 54 53 5F 45 4E  SCENE_SCRIPTS_EN
03FA8080  47 4C 49 53 48 5F 53 57 30 30 30 5F 43 55 54 2C  GLISH_SW000_CUT,
03FA8090  0D 0A 09 66 70 5F 43 55 54 53 43 45 4E 45 5F 53  ...fp_CUTSCENE_S
03FA80A0  43 52 49 50 54 53 5F 45 4E 47 4C 49 53 48 5F 53  CRIPTS_ENGLISH_S
03FA80B0  57 42 4F 41 54 5F 43 55 54 2C 0D 0A 09 66 70 5F  WBOAT_CUT,...fp_
03FA80C0  43 55 54 53 43 45 4E 45 5F 53 43 52 49 50 54 53  CUTSCENE_SCRIPTS
03FA80D0  5F 45 4E 47 4C 49 53 48 5F 44 45 41 44 53 49 44  _ENGLISH_DEADSID
03FA80E0  45 5F 4A 41 55 4E 54 59 30 30 5F 43 55 54 2C 0D  E_JAUNTY00_CUT,.
03FA80F0  0A 09 7D 3B 0D 0A 0D 0A 74 5F 46 49 4E 44 20 46  ..};....t_FIND F
03FA8100  69 6E 64 5F 43 55 54 3D 7B 35 2C 46 46 5F 43 55  ind_CUT={5,FF_CU
03FA8110  54 7D 3B 0D 0A 00 00 00 00 00 00 00 00 00 00 00  T};.............


I dunno if it exactly has a "List" the above kinda shows it streams the stuff...using file pointers set ingame I assume... fp would be file pointer...on the pc version the folders would be Shadow Man\data\CutScene\Scripts\English\intro and the file intro.cut for example (you see it above with _ instead of \ or a . in the filename)


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