01-07-2016, 05:44 AM
Can a BMS script help for doing this http://www.vg-resource.com/thread-28403.html
Maybe yes because is a compressed file ?
Maybe yes because is a compressed file ?
[TUTORIAL] Making BMS Scripts; Post and get help with your BMS scripts!
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01-07-2016, 05:44 AM
Can a BMS script help for doing this http://www.vg-resource.com/thread-28403.html
Maybe yes because is a compressed file ?
01-07-2016, 07:30 PM
(01-07-2016, 05:44 AM)iyenal Wrote: Can a BMS script help for doing this http://www.vg-resource.com/thread-28403.html Yes sir, here you go: http://pastebin.com/raw/PiQnry6F, I took a quick look at the decompressed data, and it looks like the texture data is GTX, so you may want to check with Random Talking Bush in order to figure it out I'd like to say: If you want more difficult and different archives to try out, I can provide some and walk you through them
01-07-2016, 10:34 PM
(01-07-2016, 07:30 PM)ThatTrueStruggle Wrote:(01-07-2016, 05:44 AM)iyenal Wrote: Can a BMS script help for doing this http://www.vg-resource.com/thread-28403.html Do you happen to have any simple archives for a beginner to test out and analyze? I would really like to learn, but I'm having difficulty learning haha
01-08-2016, 04:09 PM
01-08-2016, 05:07 PM
01-08-2016, 05:12 PM
(This post was last modified: 01-08-2016, 05:18 PM by Pingus!.
Edit Reason: I stink.
)
(01-08-2016, 05:07 PM)ThatTrueStruggle Wrote:(01-08-2016, 04:09 PM)Anexenaumoon Wrote:(01-08-2016, 03:49 PM)TGE Wrote: Here's a simple archive ;3 I'm looking at it haha I've got as far as the magic id right now xD trying to figure out endiness EDIT: I'm absolute crap at this. I don't understand a single thing. I'm just not a script writer. I'm frustrated right now, I give up. This is embarrassing.
01-08-2016, 09:06 PM
(This post was last modified: 01-08-2016, 09:37 PM by Struggleton!.)
(01-08-2016, 05:12 PM)Anexenaumoon Wrote:(01-08-2016, 05:07 PM)ThatTrueStruggle Wrote:(01-08-2016, 04:09 PM)Anexenaumoon Wrote: Thank you. I will look at it in a few! Here's my code for this file: Code: idstring "TGP0" I'll walk you through it, and help you to figure it out for yourself. Remember that reverse engineering is a process, and takes a while to learn the tools of the trades, keep at it, and remember to ask questions. Questions are essential to learning First is the idstring. This is four bytes that make up the string, "TGP0". This goes down in our script. This prevents the script from being used with incompatible files. Code: idstring "TGP0" Next is a unknown value. However we don't need to know all the values of a file to extract the contents, This value looks like a 4 byte value, so we list that down as "get unk long". A long, is a 4 byte value. Code: idstring "TGP0" Right here is a group of dummy bytes, with the value of zero. We read past this: Code: idstring "TGP0" So next value, We'll assume this is the file count. If you count the amount of filenames, you can see there are 139, which 0x8b, which is our filecount. So list this as "get FileCount long". Code: idstring "TGP0" That's our file header. We've read through the header, so now to the file table. For reading our file data, we can use a for loop. This'll allow us to have a variable ("i" in this case) and keep looping the code until i equals FileCount, which is 139. So the code in our loop will loop 139 times. So let's get started on that. Code: idstring "TGP0" So we create a variable called i, with the value of 0. FileCount is greater than zero, so it does the code in between the for and next tags once. Then QuickBMS increases i by one. It will do this until i equals FileCount or exceeds it. Looks like the format goes like this: FileName, Null Bytes, then the Offset and Size of the file. FileName should be self explanatory. Null bytes are a group of bytes with the value of 0. Offset is the position of the data of the file, and the Size is the amount of bytes in the file. So our code will look like this: Code: idstring "TGP0" You might be wondering what this part is: Code: do This is another type of loop, that in this case allows us to skip past all those null bytes. You might also wonder, since we read past those dummy/null bytes before, why can't we do it the same way here? Well the way the file works is that the dummy bytes adds padding to make the file align to a certain offset, which lets the game console's CPU load the data without modifying it. This allows for faster loading ingame. To make a long story short, the loop reads one byte at a time, and checks if it's equal to 0. Until it equals something other than 0, it will continue to go one byte at a time. Now that the byte doesn't equal 0, we save the our current position, and subtract 1. Since we had to read the byte to make sure it wasn't zero, we need to go back in order to properly read it. Then we go to the new position that we created. So finally we're almost done. Now we need to make QuickBMS save the data to a file. We do this by using the "log" command. It works like this: log filename offset size. All of those values, we read before. So we just need to feed those values to the log command: Code: idstring "TGP0" Then finally we can save it to a file and load it up using QuickBMS, and it'll extract the files from the archive! If you have any questions on the script writing process, please post them. I'll try to answer them to the best of my ability!
01-09-2016, 08:28 PM
maybe you guys can help me out, I've been trying to rip models from Socom 2.
Here is a folder for one of the multiplayer maps I'm trying to get the model from. https://www.dropbox.com/s/a9k19z3nx6u6vco/MP9.7z?dl=0 here are the couple of bms scripts I've been using SOCOMZDB.bms Code: GoTo 0x98 0 ; SOCOMzarZED.bms Code: GoTo 0x0 0 ; this bit of info was on the ps23dformat site 03 02 00 01 04 80 XX 6D {2ByteSignedIntegerVertexes(X,Y,Z)+2ByteSignedIntegerNormalMappings(X,Y,Z)+2ByteSignedIntegerTextureMappings(U,V)} 02 01 00 01 so far I can get it extracted and it gives me a list of models with no extension and that's where I'm stuck because I'm not sure what it should be.
01-10-2016, 04:24 AM
(This post was last modified: 01-10-2016, 11:22 AM by Random Talking Bush.)
Mind if I dump my QuickBMS scripts here? I feel this would be a better place for them than my own model ripping thread.
Archives: Bomberman Hardball - MRG Extractor Kamen Rider Battride War II & Summonride - NativePS.NCAT Extractor Mario Party 10 & Animal Crossing: amiibo Festival - BIN Extractor NES Remix - VEW ARC Extractor Super Smash Bros. for Wii U - PAC Extractor Decompression: Game & Wario - Decompression Hyrule Warriors - GZ Decompression Kirby and the Rainbow Curse - ZCMP Decompression Mario & Sonic at the Sochi 2014 Olympic Winter Games - Decompression Mega Man Powered Up & Maverick Hunter X - CPK Decompression Mario Tennis: Ultra Smash - Decompression Super Monkey Ball: Banana Blitz - AVLZ Decompression Wii Sports Club - Decompression Textures: Bayonetta 2 - WTA/WTP to GTX Donkey Kong Tropical Freeze - TXTR to GTX Hyrule Warriors - G1T to GTX Mercenary Kings - XNB to DDS Super Smash Bros. for Wii U - NUT to GTX The Wonderful 101 - WTB to GTX Wii U - BFFNT to GTX Wii U - BFLIM to GTX Wii U - BFRES to GTX Wii U - TexConv2 DDS Repair Thanked by: TGE, Lilothestitch, RatchetMario, Struggleton!, eureka,
01-10-2016, 09:46 AM
I'll just dump everything I have in my folder too, then.
Persona 3 Portable *.abin archives Maverick Hunter X *.arc archives Azure Striker Gunvolt *.irlist/irarc archives Age of Mythology *.bar archives Eagle games *.bun archives Megaman X 7 *.emi archives DJMax Technika *.fpk archives Android *.jet archives King Oddball *.pak archives Little Endian U8 archives Initial D Special Stage *.pac archives Persona 2 EP/IS PSP *.bin audio archives Atlus games (PS2 and later) .epl containers Rayman 3 Hoodlum Havoc (PC) *.cnt archives Shadow The Hedgehog *.mtp archives Shadow The Hedgehog *.one archives Sonic Heroes PS2 *.pac files Sonic Riders (PC) Archives Sonic Unleashed (PS2, Wii) NEP archives Fairy Bloom Freesia *.tgp archives Sonic and Sega All Stars Racing PC *.xpac Zelda Ocarina of Time/ Majora's Mask 3D *.zar archives Eagle *.asf dumper CRI *.awb dumper Wii *.brres dumper 3ds *.cgfx dumper Sega NN Library resource (*.sno/gno/eno/xno/cno/other 'no' formats) dumper Thanked by: Random Talking Bush, Lilothestitch, RatchetMario, Struggleton!, eureka, Turbo Thunderbolt,
01-10-2016, 11:21 AM
(This post was last modified: 01-10-2016, 11:48 AM by Struggleton!.)
(01-10-2016, 09:46 AM)TGE Wrote: I'll just dump everything I have in my folder too, then. (01-10-2016, 04:24 AM)Random Talking Bush Wrote: Mind if I dump my QuickBMS scripts here? I feel this would be a better place for them than my own model ripping thread.I didn't even see this! Sorry, I'll add them too EDIT: Added the both of your scripts Thanked by: Random Talking Bush,
01-14-2016, 08:04 PM
Hi, great job I'm a novice at this but followed a little guide, I could not unzip this file if good so kind to give me a hand as a serious guide helpfu
https://mega.nz/#!g0QgnCwb!UyGNZFXbXLOS7...O6B2Gb3SGo
01-16-2016, 06:27 AM
I recall that once I used quickbms, but the models came without textures and even non uv mapped.
How much things changed?
01-18-2016, 09:23 PM
Question. Is there a quickbms script that can extract .bin files from games made by JADE Engine?
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