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Capcom .EMI file format (from Breath Of Fire 4)
- lionheartuk
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- lionheartuk
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Yes thats IF there compresse as strobe ses.LustD wrote:Lol, you make me like necromancer.
So the main problem is how to uncompresed it?
Well Capcom have good job with this
Im not actually sure.
The info that MrMouse Posted wasnt in Visual Basic.
Seing as im relativly new to this whole ripping thing so far I can only do more common formats.
Funnyly enough though, Mr Mouses info can be posted to VB, But seign as im actually rather new to this I dont know Quite how atm.
Tho Uint function can be made rather simply.
- lionheartuk
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lol.Mr.Mouse wrote:No no, what I posted it just the format of the header able of LIB files. An unsigned 32-int is just that. A format of a number. It's not difficult to write an extractor based on what I posted. I might even write a Multiex script for it.
Cool.
THo i dont own Multi Ex so thats no use to me personally.
But doesnt mean many others wont use it eh.
LIB files? But arnt the games file .EMI.
- lionheartuk
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Version 4.3 of MultiEx Commander will be released come sunday.
That can open EMI files and extract all content using this script:
So, hold your breath
That can open EMI files and extract all content using this script:
Code: Select all
# MexScript for EMI files from Breath Of Fire 4
# By Mr.Mouse
# ----------------------------
# First get the Number of files (FN)
ImpType SFileSize ;
Get FN Long 0 ;
Get U1 Long 0 ;
GetDString ID 8 0 ;
# The ID string is "MATH_LAB"
# Very well, now prepare some padding calculations
# Each data stream (data section) is padded up to
# 0x800 blocks.
Set B Long 2048 ;
Set A Long FN ;
Math A *= 16 ;
Math A += 16 ;
Set C Long A ;
Math C /= B ;
Math C *= 2048 ;
Math C += 2048 ;
Set Off Long C ;
# Good, now we have calculated the Offset of the
# first file. Let's start reading the file info for each file
# in the archive!
For T = 1 To FN ;
SavePos FSO 0 ;
Get FS Long 0 ;
Get U2 Long 0 ;
Get ID2 Long 0 ;
Get U3 Int 0 ;
Get END Int 0 ;
Log "" Off FS 0 FSO ;
# Need to perform padding calculations to get to the
# offset of the next file (if any)
Math FS /= 2048 ;
Math FS *= 2048 ;
Math FS += 2048 ;
Math Off += FS ;
Next T ;
# There! That did the trick!
- Ray Phoenix
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