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[TUTORIAL] Making BMS Scripts; Post and get help with your BMS scripts!
2021, and the kyp file is still lost. This is why I hate dropbox. Sometimes your files can just go "poof"! Anybody still have the kyp lurking on their harddrive?
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trying to extract a cities skyline crp using this guide, but i'm stuck. what is the variable for "pstr" data type ?
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could someone send me the demo_file.kyp file please?
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how create a script from cart fury ps2

https://www.mediafire.com/file/kt1ttci3e...s.zip/file 

thankyou so much
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Question 
I found that all the .bfres.cmp files in the demo file of Kirby and The Forgotten Land seem to be encrypted differently from the .bfres.cmp file in Kirby Star Allies and I don't find any clear values in it.


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(03-04-2022, 08:19 PM)Langtanium Wrote: I found that all the .bfres.cmp files in the demo file of Kirby and The Forgotten Land seem to be encrypted differently from the .bfres.cmp file in Kirby Star Allies and I don't find any clear values in it.
I've already taken care of that in my scripts thread here: https://www.vg-resource.com/thread-29836...#pid672037

0x28B52FFD (or 0xFD2FB528, if reading as little-endian instead) is the compression "magic" used for ZSTD compression, and the first four bytes still dictate the decompressed size as in Star Allies and such. The CMPBIN files in Forgotten Land even still use the original LZ4F compression instead.
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Hey.. so for practice creating these scripts I decided to try and extract a file from a Level 5 archive called "g4pk" which carries a file with the format "g4mt." I know there's already a program that can extract from these but I was hoping QuickBMS could accomplish the same thing. Anyways, I managed to find the name of the g4mt, its file size in Little Endian, and the file size of the archive..? (It's the last long at the end of the header, however, it's some bytes off from the actual file size of the archive). I can't seem to find any indicator of a pointer to the offset of the g4mt data (it starts at offset 80 since that's where the g4mt header is) and there are several long values that I have no idea what they are referring to. Could anyone, if you please, help me with this?  Smile

Link to file: https://drive.google.com/file/d/1NERltlf...sp=sharing


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Keep going... you're almost there!

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I was able to obtain the leaked nsp file of Sonic Frontiers and extract its contents. It seems that the models are in .pac files but don't open in Switch Toolbox (unlike Sonic Forces .pac files which do open up). Here is some of the code if someone can create a bms script. If the full file is required, tell me.


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(11-05-2022, 10:29 PM)Langtanium Wrote: I was able to obtain the leaked nsp file of Sonic Frontiers and extract its contents. It seems that the models are in .pac files but don't open in Switch Toolbox (unlike Sonic Forces .pac files which do open up). Here is some of the code if someone can create a bms script. If the full file is required, tell me.

Here are the files.
https://drive.google.com/file/d/1S0xTuzd...sp=sharing
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Ok, so lately I've been trying to rip the sprites for various Zeebo games, and right now I've been looking into ripping the sprites for Action Hero 3D: Wild Dog, specifically the character portraits.
The game stores it's data inside a a3dres.res file. This file contains all the game's graphics; models, textures and sprites.
Looking into the file on HxD looks like this:
   

And while trying to open it in a tile editor, this was the best I got (sprites are smaller than they should be):
   

I tried to make a QuickBMS script for this .res file but I simply have no idea of what I'm doing, and I couldn't find a script that worked for me. So, umm... does anyone here know what to do? I pretty much ran out of options. Can anyone make a script for a file like this? Or is that just not feasable? I can provide the .res file if desired.

What I do know about this file is the files that it contains inside. The text file attached to this post has a list for all of them, the .bmp files are the ones I need (I think).


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.txt   insidetheresfile.txt (Size: 4.93 KB / Downloads: 110)
[Image: KC.png?rlkey=wev6gh1kef9rk8zky1idi0ozf&raw=1][Image: dededeherbert2.jpg][Image: KC.png?rlkey=wev6gh1kef9rk8zky1idi0ozf&raw=1]
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@Struggleton

Can you reupload the sample file please?

I want to make a script for daymare 1998. is there maybe another tutorial for making scripts?
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I was trying to do the same with Monster Rancher 3, Monster Rancher 4, & Monster Rancher EVO, all of which are .dat files.

Luckily, BloodRaynare over at ResHax made 2 bms scripts for the PS2 Monster Rancher games, one for 3 & another for 4:
MR3.bms: https://drive.google.com/file/d/1YXRDK0O...sp=sharing
MR4.bms: https://drive.google.com/file/d/1h91PfSr...sp=sharing

To edit them, use either Notepad++ or just Notepad. Both could work.
Side-note: The .dat files would have .tgs files within them. And the error of the scripts not finishing the entire file is because of "log NAME OFFSET SIZE 1", at the end of each of those scripts.
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I used this script for Monster Rancher Evo and it left me with distorted meshes on every model, and what's worse is that there's no bones and no textures. Here's the link to it via my Google Drive: https://drive.google.com/file/d/1ST9L3Q_...sp=sharing
If any of you can help fix this issue, I would very much thank you.
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re-upload the instructional files, including one demo_file and two kyp files for practice purposes.
https://drive.google.com/drive/folders/1...drive_link
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