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PostPosted: Sat Aug 19, 2017 2:11 am 
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I don't know why you get 1.38 Gb only because the parsing of NYC data.pak is correct.


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PostPosted: Sat Aug 19, 2017 3:16 am 
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It was the files inside the SOUND directory which is missing (all those files were named with a number, like 6000.SND through 6092.SND which is the in-game songs)


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PostPosted: Sat Aug 19, 2017 2:03 pm 
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Script 0.2.2
The problem was with the handling of the padded space between the blocks of 2048 bytes
Unfortunately with some complex archives it's normal to have multiple versions of the script with improvements and fixes, hopefully this is the last version :D


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PostPosted: Sat Aug 19, 2017 3:01 pm 
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Finally, this one is able to extract all the files :D I just checked the size of extracted files and the archive and it's pretty close. Thanks


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PostPosted: Sat Aug 04, 2018 4:19 am 

Joined: Sat Aug 04, 2018 4:04 am
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Hello all I was able to use the program and script mentioned on this thread to rip TC LA's DATA.PAK file and I used another program that I had called decode.exe to convert all the music in TCLA into wave format. This program is the vice city decoder that someone made, the same person who made the San Andreas radio ripper.

Is there any reason why I cannot rip the in-game music from TC NYC's DATA.PAK file? I ran quickBMS twice and it ripped everything but the sounds folder which is what I'm after. I was at one time able to rip the music from TCNYC and it created a bunch of .snd files and although I was able to play/convert them in MFAudio the program would lock up after the meter reaches the end and I would have to hard close it. Upon playing the wav files back the end would be repeated over and over, my guess is these .snd files don't have a footer in them which could be the reason you had issues with ripping the SOUNDS folder. My suggestion is to make a script for TCNYC's DATA.PAK and have it rip the contents of that folder into one long file (example all the songs in one file).
GTA3 had a file structure like that with all the games sounds in one or more files. Also the tony hawk series of games had the music.wad file and upon converting it created a long wave file of every ambient sound and soundtrack song in the game. I can work with that.


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PostPosted: Sat Aug 04, 2018 4:23 am 

Joined: Sat Aug 04, 2018 4:04 am
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BloodRaynare wrote:
It was the files inside the SOUND directory which is missing (all those files were named with a number, like 6000.SND through 6092.SND which is the in-game songs)


Is there any way to extract these songs from the DATA.PAK file? I once was able to but I ended up with a bunch of .snd files that would lock up my MFAudio program when the conversion meter reached the end and playing them back, the end of each would keep repeating. Possibly could a script be made that rips out the music and sound effects, if not in individual files maybe a long file.


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PostPosted: Sat Aug 04, 2018 6:34 am 
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Hmmm...weird.
aluigi did you have the script version 0.2.2 somewhere? The old script bug where some the files are not extracted is back again.


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PostPosted: Sat Aug 04, 2018 10:03 am 
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Eh no and I don't remember what was the 0.2.2->0.2.3 change but I'm 100% sure it worked perfectly when I tested it.


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PostPosted: Sat Aug 04, 2018 11:09 am 
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That's too bad because the 0.2.3 version can't extract the files fully again but thanks anyway.


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PostPosted: Sat Oct 12, 2019 10:58 am 

Joined: Sat Oct 12, 2019 10:38 am
Posts: 1
I realize I'm bumping quite an old topic, so apologies if that's not considered good manners.
As a side project I've been studying the different versions of the (objectively terrible) True Crime New York City game.
I saved the PS2 version for last because I was a bit daunted by the DATA.PAK file format.

Luckily I stumbled upon this topic and thus QuickBMS and the True Crime BMS.
However, if I compare the extracted tree to those of other platforms (PC, Xbox, Gamecube), I can clearly see that there's still files missing in the PS2 extraction that do seem to be present in the other platforms.
All games hav a nearly identical directory structure and amount of files, so comparing them is really easy.

Let's take two folders as comparison.
The Script folder for example. The PC version has:
Quote:
AI_BC1M1.tag
AI_BC1M3.tag
AI_BC1M4.tag
AI_BC1M5.tag
AI_BC1M6.tag
AI_BC1M8.tag
AI_BC2M1.tag
AI_BC2M2.tag
AI_BC2M3.tag
AI_BC2M5.tag
AI_BC2M7.tag
AI_BC2M8.tag
AI_BC3M1.tag
AI_BC3M2.tag
AI_BC3M4.tag
AI_BC3M5.tag
AI_BC3M6.tag
AI_BC3M8.tag
AI_BC4M1.tag
AI_BC4M2.tag
AI_BC4M4.tag
AI_BC4M5.tag
AI_BC4M7.tag
AI_BC4M8.tag
AI_Bum.tag
AI_CITasks_Cabbie.tag
AI_CITasks_King.tag
AI_CITasks_Madam.tag
AI_Cop.tag
AI_Crime_Drugs.tag
AI_Crime_Fraud.tag
AI_Crime_Gang.tag
AI_Crime_Loc.tag
AI_Crime_Misc.tag
AI_Crime_Slave.tag
AI_Crime_Theft.tag
AI_DevMission.tag
AI_DevNPC.tag
AI_DistantRunaway.tag
AI_EndBM1.tag
AI_EndGM1.tag
AI_EndShared.tag
AI_FightClub.tag
AI_FightClub01_FishMarket.tag
AI_FightClub02_Slaughterhouse.tag
AI_FightClub03_Nightclub.tag
AI_FightClub04_Subway.tag
AI_FightClub05_TaxiGarage.tag
AI_FightClub06_Playhouse.tag
AI_FightClub07_Sewer.tag
AI_FightClub08_Courtyard.tag
AI_FightClub09_MunicipalGarage.tag
AI_FightClub10_GarbageBarge.tag
AI_FightClub_Bar.tag
AI_GalleryShooter.tag
AI_Global.tag
AI_Guard.tag
AI_Innoc.tag
AI_INTM1.tag
AI_INTM2_Physical.tag
AI_INTM3.tag
AI_INTM5.tag
AI_INTM6.tag
AI_Int_Com.tag
AI_Int_General.tag
AI_Int_Res.tag
AI_Juggler.tag
AI_Perp.tag
AI_PerpPyro.tag
AI_Precinct.tag
AI_RobotDancer.tag
AI_SC03M02.tag
AI_SC03M04.tag
AI_SC03M06.tag
AI_Solicitor.tag
AI_StreetGambler.tag
AI_StreetMusician.tag
AI_StreetRacing.tag
AI_StreetVendor.tag
AI_TaiChi.tag
AI_Weather.tag
CICabbieCtrl.tag
CIKingCtrl.tag
CIMadamCtrl.tag
Crime.tag
GC_087.tag
GC_088.tag
interior_data.tag
RedmanBonusCtrl.tag
VO.tag
VO_BC1_M1.tag
VO_BC1_M1F.tag
VO_BC1_M2.tag
VO_BC1_M3.tag
VO_BC1_M4.tag
VO_BC1_M4F.tag
VO_BC1_M5.tag
VO_BC1_M5F.tag
VO_BC1_M6.tag
VO_BC1_M6F.tag
VO_BC1_M7.tag
VO_BC1_M8.tag
VO_BC2_M1.tag
VO_BC2_M1F.tag
VO_BC2_M2.tag
VO_BC2_M2F.tag
VO_BC2_M3.tag
VO_BC2_M4.tag
VO_BC2_M5.tag
VO_BC2_M5F.tag
VO_BC2_M6.tag
VO_BC2_M7.tag
VO_BC2_M8.tag
VO_BC3_M1.tag
VO_BC3_M1F.tag
VO_BC3_M2.tag
VO_BC3_M2F.tag
VO_BC3_M3.tag
VO_BC3_M4.tag
VO_BC3_M4F.tag
VO_BC3_M5.tag
VO_BC3_M5F.tag
VO_BC3_M6.tag
VO_BC3_M7.tag
VO_BC3_M8.tag
VO_BC4_M1.tag
VO_BC4_M2.tag
VO_BC4_M3.tag
VO_BC4_M4.tag
VO_BC4_M4F.tag
VO_BC4_M5.tag
VO_BC4_M5F.tag
VO_BC4_M6.tag
VO_BC4_M7.tag
VO_BC4_M8.tag
VO_CI.tag
VO_CI_Cabby1.tag
VO_CI_Cabby2.tag
VO_CI_Cabby3.tag
VO_CI_Cabby4.tag
VO_CI_Cabby5.tag
VO_CI_King1.tag
VO_CI_King2.tag
VO_CI_King3.tag
VO_CI_King4.tag
VO_CI_King5.tag
VO_CI_Madam1.tag
VO_CI_Madam2.tag
VO_CI_Madam3.tag
VO_CI_Madam4.tag
VO_CI_Madam5.tag
VO_End.tag
VO_Redman.tag


but the PS2 version only has:
Quote:
AI_BC1M1.TAG
AI_BC1M3.TAG
AI_BC1M4.TAG
AI_BC1M5.TAG
AI_BC1M6.TAG
AI_BC1M8.TAG
AI_BC2M1.TAG
AI_BC2M2.TAG
AI_BC2M3.TAG
AI_BC2M5.TAG
AI_BC2M7.TAG
AI_BC2M8.TAG
AI_BC3M1.TAG
AI_BC3M2.TAG
AI_BC3M4.TAG
AI_BC3M5.TAG
AI_BC3M6.TAG
AI_BC3M8.TAG
AI_BC4M1.TAG
AI_BC4M2.TAG
AI_BC4M4.TAG
AI_BC4M5.TAG
AI_BC4M7.TAG
AI_BC4M8.TAG
AI_BUM.TAG
AI_CITASKS_CABBIE.TAG
AI_CITASKS_KING.TAG
AI_CITASKS_MADAM.TAG
AI_COP.TAG
AI_CRIME_DRUGS.TAG
AI_CRIME_FRAUD.TAG
AI_CRIME_GANG.TAG
AI_CRIME_LOC.TAG
AI_CRIME_MISC.TAG
AI_CRIME_SLAVE.TAG
AI_CRIME_THEFT.TAG
AI_DEVMISSION.TAG
AI_DEVNPC.TAG
AI_DISTANTRUNAWAY.TAG
AI_ENDBM1.TAG
AI_ENDGM1.TAG
AI_ENDSHARED.TAG
AI_FIGHTCLUB.TAG
AI_FIGHTCLUB01_FISHMARKET.TAG
AI_FIGHTCLUB02_SLAUGHTERHOUSE.TAG
AI_FIGHTCLUB03_NIGHTCLUB.TAG
AI_FIGHTCLUB04_SUBWAY.TAG
AI_FIGHTCLUB05_TAXIGARAGE.TAG
AI_FIGHTCLUB06_PLAYHOUSE.TAG
AI_FIGHTCLUB07_SEWER.TAG
AI_FIGHTCLUB08_COURTYARD.TAG
AI_FIGHTCLUB09_MUNICIPALGARAGE.TAG
AI_FIGHTCLUB10_GARBAGEBARGE.TAG
AI_FIGHTCLUB_BAR.TAG
AI_GALLERYSHOOTER.TAG
AI_GLOBAL.TAG
AI_GUARD.TAG
AI_INNOC.TAG
AI_INTM1.TAG
AI_INTM2_PHYSICAL.TAG
AI_INTM3.TAG

Even though I can see nearly all names from the PC version are present in DATA.PAK as well.

On a more extreme level, the PC version of "city\Brick_NYC" has 725 files. It starts at "0_0.g" and ends with "11_-14.pcf" and "ultraLo.pcf".
(Note: The PC version often uses PCF as an extension whereas the equivalent PS2 files have the exact same name but use P2C as an extension).
The current BMS extraction of "CITY\BRICK_NYC" only has 34 items, starting at "-1_0.G" and ending at "-1_-17.P2C".
I can again confirm the string "0_0.g" is in the PS2 DATA.PAK however, so it should be extractable at first glance.

I looked at the BMS script. there is a comment that says:
Quote:
string NAME > ";" # all filenames have a ";1"

Which is interesting because some of the files that aren't being extracted actually do NOT have the ";1" suffix in DATA.PAK.
However, this does (not) fully explain it because 0_0.g for example *does* have that suffix.

I tried to get further than that but my (lack of) knowledge regarding ISO9660 and BMS is hindering me at the moment.

I can provide full directory listings of each game if you want me to.


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