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[PS2] MX Unleashed - MX.PSR file

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Andreas
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[PS2] MX Unleashed - MX.PSR file

Post by Andreas »

Hi all,

in the forum I have found a post with something about *.res files in the MX Unleashed game for XBox and PS2.
I've looked at my games DVD and found only a really big file (2GB), called MX.PSR. Opened in Hex Workshop I saw the *.res files in the MX.PSR file.


Here is a small sample of the file:

* edit *


Can anyone help and create an BMS-script for the .PSR file, please?


Thanks a lot,

Andreas
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Re: [PS2] MX Unleashed - MX.PSR file

Post by GameZelda »

Try this:

Code: Select all

# Header
Get HEADER_UNK1 long # Version?
Get NUM_FILES long
Get HEADER_UNK2 long
Get HEADER_UNK3 long
Get FILE_TABLE_SIZE long
Get HEADER_UNK4 long

For I = 0 < NUM_FILES
	# File entry
	Get NAME_LEN long
	GetDString NAME NAME_LEN
	Get SIZE long
	Get OFFSET long
	Math OFFSET *= 0x800

	Log NAME OFFSET SIZE
Next I
Andreas
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Re: [PS2] MX Unleashed - MX.PSR file

Post by Andreas »

Hi,

the script works fine, but quickbms brings some errors (attached) during extraction.

Thanks a lot,
Andreas
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Re: [PS2] MX Unleashed - MX.PSR file

Post by aluigi »

are you using the latest version of quickbms?
because that error reminds me a bug which was corrected some versions ago:
http://aluigi.org/papers.htm#quickbms
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Re: [PS2] MX Unleashed - MX.PSR file

Post by Andreas »

I want to try it again with the latest version.
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Re: [PS2] MX Unleashed - MX.PSR file

Post by Andreas »

@ aluigi
With version 0.3.9a (I think it's the latest version) the "specified offset can't be reached" error I don't get again. Only the "overwriting file" questions occurs.

@ all
Why I do get the "overwriting file" questions? I can't believe that there are double files in same folders in the archive.

Thanks once more,
Andreas
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Re: [PS2] MX Unleashed - MX.PSR file

Post by aluigi »

sometime can happens that 2 files have the same name because they are stored as resources in the archive so it's possible that they are an older and more recent version of the same resource.

other times 2 or more files can have the same name if the archive has been not handled to parse also the folders but this one doesn't seem the case
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Re: [PS2] MX Unleashed - MX.PSR file

Post by Andreas »

I want to compile the textfile into an bmsfile with Mex Binder + (1.6.0.24) but I get error messages like e.g. not enough variables. I've tried it also with Game Extractor's Script builder (v2.01) and it was the same. Only when I use the script (textfile) with quickbms - it works.

Can someone check the script for errors again or compile it anyway?

Thank's for your help,

Andreas.
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Re: [PS2] MX Unleashed - MX.PSR file

Post by aluigi »

because multiex and game extractor support only the original bms syntax, so you need only to add a ';' after each line and a 0 for all the input and output file operations.
the following modification "should" work:

Code: Select all

Get HEADER_UNK1 long 0 ;
Get NUM_FILES long 0 ;
Get HEADER_UNK2 long 0 ;
Get HEADER_UNK3 long 0 ;
Get FILE_TABLE_SIZE long 0 ;
Get HEADER_UNK4 long 0 ;
For I = 0 < NUM_FILES ;
Get NAME_LEN long 0 ;
GetDString NAME NAME_LEN 0 ;
Get SIZE long 0 ;
Get OFFSET long 0 ;
Math OFFSET *= 0x800 ;
Log NAME OFFSET SIZE 0 ;
Next I ;
Andreas
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Re: [PS2] MX Unleashed - MX.PSR file

Post by Andreas »

I've tried it again with the specified changes (Mex Binder +). What I get is this:

ErrorLog
Error in line 0: Wrong Data Type specified
Error in line 0: Cannot save, still errors in Script
Error in line 0: Wrong Data Type specified
Error in line 0: Cannot save, still errors in Script

Anyone another idea?

Bye Andreas
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Re: [PS2] MX Unleashed - MX.PSR file

Post by Andreas »

First of all, here is another link to the MX.PSR file. This link is working.

* snip *

Here is my own script:

Code: Select all

Get HEADER_UNK1 long 0 ;
Get NUM_FILES long 0 ;
Get HEADER_UNK2 long 0 ;
Get HEADER_UNK3 long 0 ;
Get FILE_TABLE_SIZE long 0 ;
Get HEADER_UNK4 long 0 ;
For I = 0 To NUM_FILES ;
Get NAME_LEN long 0 ;
GetDString NAME NAME_LEN 0 ;
Get SIZE long 0 ;
Get OFFSET long 0 ;
Math OFFSET *= 2048 ;
Log NAME OFFSET SIZE 0 0 ;
Next I ;
But I can't get it to work:

Game Extractor's Script Builder find no errors and create an BMS file. If I want to use it with the archive, GE gets an "Cannot open the archive with the script" or something like that error message.

With Mex Script I can't compile the script with the "error in line 0 - wrong data type" message.

If I want to use the BMS file, created by Game Extractor in MexCom I get runtime error 7 (not enough memory). With the textfile MexCom gives me an "MexScript 3 cannot proceed" message.

Can anyone help me again and check the code or create an working BMS file?

Thank you,

Andreas.
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