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[TUTORIAL] Making BMS Scripts; Post and get help with your BMS scripts!
Hi guys, not sure if anyone can help me but how can you make a BMS script if you can't see the Header in the HEX editor?

As in the characters are all 00 00 00 00 and the text is just ..... on the right.
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Do you know if rkv is possible? I've tried some rkv bms scripts don't work with ty the tasmanian tiger series 1 threw 3. Even, on ps2, gamecube, and steam. I havent had much like getting a working script XD
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A bunch of the BMS scripts on the first page lead to 404s. Can someone update that?

Also I'm looking to extract some pkg files as seen here. Can someone either write a script to open it up or look over my files and give me advice on how to open them?
https://drive.google.com/open?id=1_Tu_Dt...U34vbhLNTz
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(10-26-2019, 04:10 PM)dalek_kolt Wrote: A bunch of the BMS scripts on the first page lead to 404s. Can someone update that?

Also I'm looking to extract some pkg files as seen here. Can someone either write a script to open it up or look over my files and give me advice on how to open them?
https://drive.google.com/open?id=1_Tu_Dt...U34vbhLNTz


Here's script segment for BMS:

Code:
get BASENAME basename
get HEADERLN long
get ARKSIZE long
get ENTRIES long
for i = 0 < ENTRIES
    get NULL long
    get OFFSET long
    get END long
    xmath SIZE "END - OFFSET"
    set NAME string ""
    string NAME p "%s_%s.mtxt" BASENAME i
    log NAME OFFSET SIZE
next i



Must run with QuickBMS. They look like CPK files.
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(10-26-2019, 08:31 PM)Pingu! Wrote:
(10-26-2019, 04:10 PM)dalek_kolt Wrote: A bunch of the BMS scripts on the first page lead to 404s. Can someone update that?

Also I'm looking to extract some pkg files as seen here. Can someone either write a script to open it up or look over my files and give me advice on how to open them?
https://drive.google.com/open?id=1_Tu_Dt...U34vbhLNTz


Here's script segment for BMS:

Code:
get BASENAME basename
get HEADERLN long
get ARKSIZE long
get ENTRIES long
for i = 0 < ENTRIES
    get NULL long
    get OFFSET long
    get END long
    xmath SIZE "END - OFFSET"
    set NAME string ""
    string NAME p "%s_%s.mtxt" BASENAME i
    log NAME OFFSET SIZE
next i



Must run with QuickBMS. They look like CPK files.
Haven't responded for a bit, sorry about that, some other projects got in the way.
Anyway, I ran your script through QuickBMS with one of my .pkg files and it spat out a bunch of .mtxt files. Do I need to write out another script to extract those too, or is there an existing program that can read .mtxt files and extract whatever models/textures/bones I need?
You mentioned CPK files, is there a program out there that can open those or .mtxt files?
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Hi, I would like you to help me with this file. is an android game called Honkai impact
:https://mega.nz/#!WY4yQYqJ!y9NpG6Jd1npnjMG8wPemDvGqmabFtUhoLwFWNGUW29c
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(11-15-2015, 01:15 PM)ThatTrueStruggle Wrote:
Glossary

Variable Types
  • Long
    A measurement for an amount of bytes (4 bytes)

  • Short
    A measurement for an amount of bytes (2 bytes)

  • Byte
    A number between 0x0 (0) and 0xFF (255)

  • String
    A group of bytes that make up a group of characters or letters

  • Float
    A number with a decimal notation (ex: 1.42)

Hexadecimal Terms
  • Magic ID
    A group of bytes that specifies a file's format

  • Endianness
    The way a file's bytes are read

  • Null
    A value considered empty (0)

  • Pointer
    A value found in a file "pointing" to an offset

  • Offset
    A position in a file
hi sorry to late this old topic up again
but can you other guide for this program?
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Sad 
I don't understand why this is happening on my code I tried develop a script to be able to break X DiVE XOR or at least extract/convert it to a actual unity asset but when I try the file just rename itself all the time and idk what do any help will be really welcome here ;-;

Code:
endian big
idstring "UnityFS\x00"
get archiveSize long
get unknownValue long
get fileCount long
for i = 0 < fileCount
   get pointer long
   get length long
   getdstring name 0x8
   log name pointer length
next i
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(04-22-2020, 11:42 AM)TheUltimateDark Wrote: I don't understand why this is happening on my code I tried develop a script to be able to break X DiVE XOR or at least extract/convert it to a actual unity asset but when I try the file just rename itself all the time and idk what do any help will be really welcome here ;-;

Code:
endian big
idstring "UnityFS\x00"
get archiveSize long
get unknownValue long
get fileCount long
for i = 0 < fileCount
   get pointer long
   get length long
   getdstring name 0x8
   log name pointer length
next i
You don't need to reverse engineer Unity Flight Simulator files Lol, open them in AssetStudio:
https://github.com/Perfare/AssetStudio/releases
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(04-23-2020, 12:37 PM)Pingu! Wrote:
(04-22-2020, 11:42 AM)TheUltimateDark Wrote: I don't understand why this is happening on my code I tried develop a script to be able to break X DiVE XOR or at least extract/convert it to a actual unity asset but when I try the file just rename itself all the time and idk what do any help will be really welcome here ;-;

Code:
endian big
idstring "UnityFS\x00"
get archiveSize long
get unknownValue long
get fileCount long
for i = 0 < fileCount
   get pointer long
   get length long
   getdstring name 0x8
   log name pointer length
next i
You don't need to reverse engineer Unity Flight Simulator files Lol, open them in AssetStudio:
https://github.com/Perfare/AssetStudio/releases
I can't open them thanks to the XOR! I Am trying to revert or break it
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(04-24-2020, 09:12 AM)TheUltimateDark Wrote:
(04-23-2020, 12:37 PM)Pingu! Wrote:
(04-22-2020, 11:42 AM)TheUltimateDark Wrote: I don't understand why this is happening on my code I tried develop a script to be able to break X DiVE XOR or at least extract/convert it to a actual unity asset but when I try the file just rename itself all the time and idk what do any help will be really welcome here ;-;

Code:
endian big
idstring "UnityFS\x00"
get archiveSize long
get unknownValue long
get fileCount long
for i = 0 < fileCount
   get pointer long
   get length long
   getdstring name 0x8
   log name pointer length
next i
You don't need to reverse engineer Unity Flight Simulator files Lol, open them in AssetStudio:
https://github.com/Perfare/AssetStudio/releases
I can't open them thanks to the XOR! I Am trying to revert or break it

Do you know the xor value? If so, post it here and I'll look!

As well, upload a sample to drive and link it here!
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(04-24-2020, 06:13 PM)Pingu! Wrote:
(04-24-2020, 09:12 AM)TheUltimateDark Wrote:
(04-23-2020, 12:37 PM)Pingu! Wrote: You don't need to reverse engineer Unity Flight Simulator files Lol, open them in AssetStudio:
https://github.com/Perfare/AssetStudio/releases
I can't open them thanks to the XOR! I Am trying to revert or break it

Do you know the xor value? If so, post it here and I'll look!

As well, upload a sample to drive and link it here!
Hummmm well I have the key but Don't work with all files,but if this can help to solve for the next one coming, here it is "556E6974794653000000"

Files: http://www.mediafire.com/file/zlm1wug7j1...s.rar/file
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Star 
Hello, I need help creating a script to extract these *.ho files from Heavy Iron, the same people who made SpongeBob SquarePants: Battle For Bikini Bottom. I am also part of a server that is researching this format and we have found it is similar to the *.HIP and *.HOP files that SpongeBob game I mentioned uses, but seems to be a little more complex. This ho file is from SpongeBob's Truth or Square for the Wii. Any help to get me started on making a script for these would be more awesome than ever!  Smile

here is a sample ho file to help with: https://drive.google.com/file/d/19kqphuk...sp=sharing
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Hello! Can anyone please help me with extracting Persona 2 PS1 .BIN files? I have tried many times with QuickBMS but I always get errors, due to my lack of knowledge using it properly.

I can provide sample files if anyone would be kind enough to take a look at them.. Some of them appear to have readable text using hex editors, most commonly near the end of the file, but some words don't seem to appear (in readable form), I wonder why it's only different sometimes and not for the whole text, even for the same dialogue line(s).

There are also files that have the magic identifiers pqes/pbav inside them so I guess they are/contain (among other things) seq files that have audio in them (pgconv is able to find midi files inside and play them).

I also have one that apparently has character portrait images inside (I was able to extract 266 png files from it with jpsxdec), but who knows what else.

Thank you for taking the time to read this!
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