I may or may not have squealed out loud a little. The world will never know. Thank you Pingu! If I have some luck mods will be tossed up on the Nexus! I already have quickbms and all the random encryption scan and comtype scripts I was sort of trying to fix a broken vase with a hammer I guess. Thank you again.
Edit: It would appear the devs for this game were foaming at the mouth angry at the modding community in general. There's no part of this game's files that doesn't seem to be actively set up to avoid modding efforts. Lol? Oh well, thank you anyways.
I've tried to follow this tutorial to extract the dialogue files from a PS2 game I want to translate (FMA3: Girl who succeds God), but I've become stuck pretty early. The thing is, I can't find the file type at the beginning (in this case, it's a .dat and .pak file type) so I don't know how to proceed from there. These files seem to have a different format from the one in the example.
Anyway, here are the files, in case someone knows better. I'm quite confused by this:
https://drive.google.com/open?id=0B8-7FM...XdQZzdiYWs
https://drive.google.com/open?id=0B8-7FM...nBIbFphVlk
(08-11-2017, 02:23 PM)robowil Wrote: [ -> ]I still don't know how a game icon for a Kids' WB Customs thing would work.
(08-12-2017, 05:58 PM)Taylor17387 Wrote: [ -> ]I've tried to follow this tutorial to extract the dialogue files from a PS2 game I want to translate (FMA3: Girl who succeds God), but I've become stuck pretty early. The thing is, I can't find the file type at the beginning (in this case, it's a .dat and .pak file type) so I don't know how to proceed from there. These files seem to have a different format from the one in the example.
Anyway, here are the files, in case someone knows better. I'm quite confused by this:
https://drive.google.com/open?id=0B8-7FM...XdQZzdiYWs
https://drive.google.com/open?id=0B8-7FM...nBIbFphVlk
The "DATA0" has no actual data. It's just a bunch of 0 bytes. The PAK file looks compressed/encrypted, and I will scan it in a little bit to see what the compression scanner can pull up.
(08-12-2017, 07:51 PM)Pingu! Wrote: [ -> ] (08-11-2017, 02:23 PM)robowil Wrote: [ -> ]I still don't know how a game icon for a Kids' WB Customs thing would work.
(08-12-2017, 05:58 PM)Taylor17387 Wrote: [ -> ]I've tried to follow this tutorial to extract the dialogue files from a PS2 game I want to translate (FMA3: Girl who succeds God), but I've become stuck pretty early. The thing is, I can't find the file type at the beginning (in this case, it's a .dat and .pak file type) so I don't know how to proceed from there. These files seem to have a different format from the one in the example.
Anyway, here are the files, in case someone knows better. I'm quite confused by this:
https://drive.google.com/open?id=0B8-7FM...XdQZzdiYWs
https://drive.google.com/open?id=0B8-7FM...nBIbFphVlk
The "DATA0" has no actual data. It's just a bunch of 0 bytes. The PAK file looks compressed/encrypted, and I will scan it in a little bit to see what the compression scanner can pull up.
DATA0 has some content beginning at Offset 0002F940, though. But I don't know if the content is relevant, I don't find anything readable. Perhaps the first 4 bytes are supposed to be the Magic ID?
(08-13-2017, 06:44 PM)Taylor17387 Wrote: [ -> ] (08-12-2017, 07:51 PM)Pingu! Wrote: [ -> ] (08-11-2017, 02:23 PM)robowil Wrote: [ -> ]I still don't know how a game icon for a Kids' WB Customs thing would work.
(08-12-2017, 05:58 PM)Taylor17387 Wrote: [ -> ]I've tried to follow this tutorial to extract the dialogue files from a PS2 game I want to translate (FMA3: Girl who succeds God), but I've become stuck pretty early. The thing is, I can't find the file type at the beginning (in this case, it's a .dat and .pak file type) so I don't know how to proceed from there. These files seem to have a different format from the one in the example.
Anyway, here are the files, in case someone knows better. I'm quite confused by this:
https://drive.google.com/open?id=0B8-7FM...XdQZzdiYWs
https://drive.google.com/open?id=0B8-7FM...nBIbFphVlk
The "DATA0" has no actual data. It's just a bunch of 0 bytes. The PAK file looks compressed/encrypted, and I will scan it in a little bit to see what the compression scanner can pull up.
DATA0 has some content beginning at Offset 0002F940, though. But I don't know if the content is relevant, I don't find anything readable. Perhaps the first 4 bytes are supposed to be the Magic ID?
There's no content in DATA0. Once again, it's just a bunch of 0 Bytes. I'm referring to the extensionless one.
(08-13-2017, 07:14 PM)Pingu! Wrote: [ -> ]There's no content in DATA0. Once again, it's just a bunch of 0 Bytes. I'm referring to the extensionless one.
I checked the uploaded files and, indeed, they seem to have been corrupted, both of them. DATA0 appears totally empty when I open it now in HxD.
Here are the proper ones. I hope this time they come out fine:
https://drive.google.com/open?id=0B8-7FM...3RfLVhFYXc
https://drive.google.com/open?id=0B8-7FM...DRyLVY3UTg
DATA0 lists the files which were inside the ISO, then it has "something" towards the end. The .PAK shows the idstring "XA.PAK" at offset 00083750, and what seems to be the file lenght in the line right above. Other than that, I can't identify anything more.
I need help, A script for the wii version of Dragon Ball Z Budokai Tenkaichi 3 (The files I want are .UNK), Please.
Don't make requests. Read the
rules.
Sorry for bumping this.
I tried to make my own BMS script for the files I wanted extracted, and I'm stuck at the filesize portion. The bytes after the magic ID don't match the size of my file. Am I supposed to make it size in bytes? I tried both little and big endian but neither match my filezise.
I'll show you.
According to the tut the size should be after the magic ID. I'm not quite sure where to go here. I've established the ID seems to be "GEOM" as it's the first filetype to show up here.
Thanks.
(01-18-2018, 10:42 PM)Tabuu Forte Akugun Wrote: [ -> ]Sorry for bumping this.
I tried to make my own BMS script for the files I wanted extracted, and I'm stuck at the filesize portion. The bytes after the magic ID don't match the size of my file. Am I supposed to make it size in bytes? I tried both little and big endian but neither match my filezise.
I'll show you.
According to the tut the size should be after the magic ID. I'm not quite sure where to go here. I've established the ID seems to be "GEOM" as it's the first filetype to show up here.
Thanks.
Thats because file is not archive, but rather model file. The tutorial only applies to that file format so script will change as well based on different formats. The one written in the tutorial is based explicitely on that, and is meant to be read along with to understand QuickBMS syntax and commands and give you hints on common things to look for in file archives that are different than the example KYP archive.
I thought EDB was an archive CONTAINING a model.
Silly me.
Is there a script for .ovl files?
I'm attempting to edit aluigi's bms script for klonoa 2 lunatea's veil, his currently pulls out the raw data files, but most of which are .dat, .dc5, .iec,.cdz and a few others (like 1. vag file, 1-2,wgw files, and a few other random ones.) I want to edit it to where it'll pull the files out of the bin archive but not at raw files. just the normal files in the archive. but i don't know exactly how to go about making it work. this will be my first attempt at working with bms scripts, if i can't figure this one out i can always try to finish the unfinishes bin to 3ds script for the game too. I also want it to possibly rip textures and uv data as well.