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(08-27-2016, 11:01 AM)Anex Wrote: (08-26-2016, 10:43 PM)james82 Wrote: I want to create bms script to extract this .xfbin file, all data inside, not only model. here is my file:https://drive.google.com/file/d/0B4FqCIh8IQ-Gb29yb19rQ0FKWkE/view?usp=drive_web . I am a beginner. I don't know how to create bms script. what all program I will need to start create bms script for extract a game file? What i should learn to do this? Can you show me an example? i see have a lot bms script, so it must be easy, isn't it? i want step by step.
Regard and thanks.
It's simply a renamed *.CPK file, change the extension to .cpk, and download this tool:
https://sourceforge.net/projects/vgmtoolbox/
Open up the program, and goto Misc. Tools>Extraction Tools>Common Archives>CRI CPK Archive Extractor and drag the file onto that, and it'll extract it .
thanks you for answer me. But it useless . Not .cpk. !!
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09-01-2016, 10:08 AM
(This post was last modified: 09-01-2016, 10:10 AM by james82.)
I want to create a bms script. This is first time I start. I want to know how to create it ??? I open my game file in Hexworkshop editor, you know what, I can't read anything. I can't read hex number. I'm not god. what you can read in hex when you try to create bms script ? I don't know how you can understand the file structure. These are alot many file out these, no file like same. How can you can read that? Example this file: https://drive.google.com/file/d/0B4FqCIh...=drive_web . can you tell me how to create bms script for this file??
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(09-01-2016, 10:08 AM)james82 Wrote: I want to create a bms script. This is first time I start. I want to know how to create it ??? I open my game file in Hexworkshop editor, you know what, I can't read anything. I can't read hex number. I'm not god. what you can read in hex when you try to create bms script ? I don't know how you can understand the file structure. These are alot many file out these, no file like same. How can you can read that? Example this file: https://drive.google.com/file/d/0B4FqCIh...=drive_web . can you tell me how to create bms script for this file??
Again for the millinoth time. No Bms script is needed for this archive until you extract it. It's pointless to teach you how to write, if it's not even needed. Rename the EXTENSION .xfbin to .cpk and extract through VGMToolbox, and stop pestering this thread over and over.
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09-01-2016, 11:58 AM
(This post was last modified: 09-01-2016, 11:59 AM by Pingus!.)
Fable- *.DAT
idstring "ARC1"
get FCOUNT short
for i = 0 < FCOUNT
get NAME string
get NULL byte
get OFFSET long
get SIZE long
log NAME OFFSET SIZE
next i
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i'm sorry. but i want to learn how to create bms script. can you help me where i should start ??all that i need ( boyzone) to create bm script.
lol
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Can I ask you something. What all "word" I can GET in a file when create bms script?
Like :
get dataStartOffset long
get dataEndOffset long
get textureCount short
get keyFrameCount short
get textureOffsetArrayStart long
get keyFrameOffsetArrayStart long
How many word for GET ?
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(09-02-2016, 11:13 PM)james82 Wrote: Can I ask you something. What all "word" I can GET in a file when create bms script?
Like :
get dataStartOffset long
get dataEndOffset long
get textureCount short
get keyFrameCount short
get textureOffsetArrayStart long
get keyFrameOffsetArrayStart long
How many word for GET ?
I can't really understand this, so I'm going to interpret this in one of two ways
If you mean what does the command do:
get, grabs a certain amount of hex values
structured like so:
get VARIABLE TYPE
get datastartoffset long
^cmd ^variable ^length of 0x4 bytes
or the other interpretation:
get always has two parameters, and you use it as many times as you'd like
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09-02-2016, 11:54 PM
(This post was last modified: 09-03-2016, 01:04 AM by james82.)
idstring "BTDX"
get VERSION long
getdstring TYPE 0x4
get FileCount long
get NameTableStart longlong
if TYPE == "GNRL"
goto NameTableStart
for i = 0 < FileCount
get NameSize byte
get null byte
getdstring names[i] NameSize
next i
goto 0x18
ComType zlib
for i = 0 < FileCount
get unk1 long
getdstring Extension 0x4
get unk2 long
get unk3 long
get offset longlong
get packedLength long
get unpackedLength long
get unk4 long
clog names[i] offset packe?dLength unpackedLength
next i
endif
if TYPE == "DX10"
print "Sorry, but DX10 extraction support is not implemented yet!"
endif
what is NameTable? i'm not born in english country. I am Korean. So those english word is very strange to me. i good at english talking, but code is must write in english. for me it still strange when writing, it not naturally,you know. Where I can learn to "master" it?
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Name table is just a set of data where the names of the files are stored. You can learn to master it by reading simple scripts others have written and downloading the archives people have written the script for and following step by step what the scripts do.
Bad google translation in korean:
neim teibeul-eun pail ileum i jeojangdoeneun deiteo ui dansunhan jibhab-ida. dangsin-eun daleun salam-i jagseonghan gandanhan seukeulibteu leul ilg-gi wihae salamdeul-i seukeulibteuleul jagseonghan akaibeuleul daunlodeuhago seukeulibteuga mueos-eul dangyejeog-eulo suhaenghayeo maseuteo baeul su issseubnida.
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How I can see file structure?? These a lot many game file out these. What is the skill, technique for it to see, to known where is resource, where is offset, where is pointer, where is size, where is endianless??
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Hi, I really want to know if I can extract a .z file with quickbms, I tried with WinRAR and 7zip but dont work, the game used to use a .json file but now it uses a .z file, And I want to know if I can decompress it to get the text, can someone help me please here a example: https://www.dropbox.com/s/1faale1faha7n5...log.z?dl=0
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Hi, the name of the game is Just Dance Vitality School, the chinese Version of Just Dance Now, link here: justdance.163.com . The game has a paste renamed Setting, where it have files .json with text like these: https://www.dropbox.com/sh/gbfelw0wz47w5...4p03a?dl=0 but after a update the game changed these files to .z, and now they are smaller as well. Files of the paste setting after the update: https://www.dropbox.com/sh/ozoz4ocnjgtku...PhOZa?dl=0
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Hi,
Can somebody help me out with these .FAC archives used by Ghost in the Shell (PSX)? I'm not sure how to apply the tutorial in this case, so any ideas or help would be great!
Here are the sample files,
https://www.mediafire.com/?n16oxccwz9wfxwb
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Script:
Code: # Ghost In The Shell *.FAC
# Written By Anex For QuickBMS
# http://aluigi.altervista.org/quickbms.htm
# Upon Extraction, will come out to an error,
# but this is the way the script is supposed to exit!
for FILES = 0
get NULL byte
get FNAMELENGTH byte
getdstring NAME FNAMELENGTH
do
get NULL byte
while NULL == 0
get SIZE long
get OFFSET long
log NAME OFFSET SIZE
next FILES
It would've been a little hard to have followed the tutorial above and have this be your first archive you would have reversed. That'll extract all the files. I couldn't get a way to monetize the amount of files in the archive, so i just made a for loop out of it, and the script will break upon invalid read size. Don't worry, as it extracts ALL the files. I didn't want to go on the assumption that there was only 25 per archive, as these were the only ones you've provided. But, nether-less, here's your script .
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