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BIGFILE.000 - Deus Ex Human Revolution Unpack
- FinalBlast
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Re: BIGFILE.000 - Deus Ex Human Revolution Unpack
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- FinalBlast
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Re: BIGFILE.000 - Deus Ex Human Revolution Unpack
Since they don't get any headers, I added XMA header to it using QuickBMS (even XMA2) but STILL gives a messy .WAV file...?OrangeC wrote:Just use Towav for xma. ww2ogg is for OGG vorbis files.
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Re: BIGFILE.000 - Deus Ex Human Revolution Unpack
This may sound stupid, but...how do you do that?OrangeC wrote:You need to add a mono stereo header 44hz
Do you have a .bms script I could use to make it's header become what you said?
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Re: BIGFILE.000 - Deus Ex Human Revolution Unpack
Code: Select all
set FREQ 44100
set CH 1
set OFFSET 0x0
set MEMORY_FILE binary "\x52\x49\x46\x46\xb8\x59\xa7\x00\x57\x41\x56\x45\x66\x6d\x74\x20\x20\x00\x00\x00\x65\x01\x10\x00\xd6\x10\x00\x00\x01\x00\x00\x03\xe3\x9a\x00\x00\x80\xbb\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x02\x02\x00\x64\x61\x74\x61\x00\x58\xa7\x00"
get SIZE asize
math SIZE -= OFFSET
callfunction addXMAheader 1
get NAME basename
string NAME += ".xma"
get SIZE asize MEMORY_FILE
log NAME 0 SIZE MEMORY_FILE
startfunction addXMAheader
set RIFFSIZE SIZE
math RIFFSIZE += 0x34
putVarChr MEMORY_FILE 0x04 RIFFSIZE long
putVarChr MEMORY_FILE 0x24 FREQ long
putVarChr MEMORY_FILE 0x31 CH byte
putVarChr MEMORY_FILE 0x38 SIZE long
append
log MEMORY_FILE OFFSET SIZE
append
endfunction
Re: BIGFILE.000 - Deus Ex Human Revolution Unpack
Hi all, nice work (especially Rick). Does anyone know what scripting engine they used? I'm trying to find some modifiable scripts, such as merchant inventory. Any idea of their location?
Seems *.drm is all media files, or are scripts embedded and in bytecode with some sort of interpreter?
Seems *.drm is all media files, or are scripts embedded and in bytecode with some sort of interpreter?
- FinalBlast
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Re: BIGFILE.000 - Deus Ex Human Revolution Unpack
Alright, after this code I used "ToWav" it gave me a messy .wav file again, only this time you hear at certain spots among the messy bits actual understandable sequence, I wonder why?OrangeC wrote:Code: Select all
set FREQ 44100 set CH 1 set OFFSET 0x0 set MEMORY_FILE binary "\x52\x49\x46\x46\xb8\x59\xa7\x00\x57\x41\x56\x45\x66\x6d\x74\x20\x20\x00\x00\x00\x65\x01\x10\x00\xd6\x10\x00\x00\x01\x00\x00\x03\xe3\x9a\x00\x00\x80\xbb\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x02\x02\x00\x64\x61\x74\x61\x00\x58\xa7\x00" get SIZE asize math SIZE -= OFFSET callfunction addXMAheader 1 get NAME basename string NAME += ".xma" get SIZE asize MEMORY_FILE log NAME 0 SIZE MEMORY_FILE startfunction addXMAheader set RIFFSIZE SIZE math RIFFSIZE += 0x34 putVarChr MEMORY_FILE 0x04 RIFFSIZE long putVarChr MEMORY_FILE 0x24 FREQ long putVarChr MEMORY_FILE 0x31 CH byte putVarChr MEMORY_FILE 0x38 SIZE long append log MEMORY_FILE OFFSET SIZE append endfunction
Re: BIGFILE.000 - Deus Ex Human Revolution Unpack
Scripts are part of DRM files yes, it's a custom scripting engine with bytecode. I'm still trying to make some headway on it.Andargor wrote:Hi all, nice work (especially Rick). Does anyone know what scripting engine they used? I'm trying to find some modifiable scripts, such as merchant inventory. Any idea of their location?
Seems *.drm is all media files, or are scripts embedded and in bytecode with some sort of interpreter?
https://blog.gib.me/
Don't ask me about localization tools; if you don't have the resources to develop them yourself you don't need them.
Don't ask me about localization tools; if you don't have the resources to develop them yourself you don't need them.
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Re: BIGFILE.000 - Deus Ex Human Revolution Unpack
FinalBlast wrote:Alright, after this code I used "ToWav" it gave me a messy .wav file again, only this time you hear at certain spots among the messy bits actual understandable sequence, I wonder why?OrangeC wrote:Code: Select all
set FREQ 44100 set CH 1 set OFFSET 0x0 set MEMORY_FILE binary "\x52\x49\x46\x46\xb8\x59\xa7\x00\x57\x41\x56\x45\x66\x6d\x74\x20\x20\x00\x00\x00\x65\x01\x10\x00\xd6\x10\x00\x00\x01\x00\x00\x03\xe3\x9a\x00\x00\x80\xbb\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x02\x02\x00\x64\x61\x74\x61\x00\x58\xa7\x00" get SIZE asize math SIZE -= OFFSET callfunction addXMAheader 1 get NAME basename string NAME += ".xma" get SIZE asize MEMORY_FILE log NAME 0 SIZE MEMORY_FILE startfunction addXMAheader set RIFFSIZE SIZE math RIFFSIZE += 0x34 putVarChr MEMORY_FILE 0x04 RIFFSIZE long putVarChr MEMORY_FILE 0x24 FREQ long putVarChr MEMORY_FILE 0x31 CH byte putVarChr MEMORY_FILE 0x38 SIZE long append log MEMORY_FILE OFFSET SIZE append endfunction
Okay then specify the steps you used to parse and decode your mul files. Are they from the 360 version right?
- FinalBlast
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Re: BIGFILE.000 - Deus Ex Human Revolution Unpack
Yes, they are XB360 version, first I extract the .mul's .xma files using deblockbe(ver0.3) then I use the add stereo mono header .bms you gave me,OrangeC wrote:FinalBlast wrote:Alright, after this code I used "ToWav" it gave me a messy .wav file again, only this time you hear at certain spots among the messy bits actual understandable sequence, I wonder why?OrangeC wrote:Code: Select all
set FREQ 44100 set CH 1 set OFFSET 0x0 set MEMORY_FILE binary "\x52\x49\x46\x46\xb8\x59\xa7\x00\x57\x41\x56\x45\x66\x6d\x74\x20\x20\x00\x00\x00\x65\x01\x10\x00\xd6\x10\x00\x00\x01\x00\x00\x03\xe3\x9a\x00\x00\x80\xbb\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x02\x02\x00\x64\x61\x74\x61\x00\x58\xa7\x00" get SIZE asize math SIZE -= OFFSET callfunction addXMAheader 1 get NAME basename string NAME += ".xma" get SIZE asize MEMORY_FILE log NAME 0 SIZE MEMORY_FILE startfunction addXMAheader set RIFFSIZE SIZE math RIFFSIZE += 0x34 putVarChr MEMORY_FILE 0x04 RIFFSIZE long putVarChr MEMORY_FILE 0x24 FREQ long putVarChr MEMORY_FILE 0x31 CH byte putVarChr MEMORY_FILE 0x38 SIZE long append log MEMORY_FILE OFFSET SIZE append endfunction
Okay then specify the steps you used to parse and decode your mul files. Are they from the 360 version right?
and finally I use towav to convert into normal playable files, I suspect it's perhaps from deblockbe's extracting them strangely, or maybe it's the .bms code?
Also upon using deblockbe(ver0.3) I get this after successfully extracting it's .xma files:
Code: Select all
Traceback (most recent call last):
File "D:\GAMES\deus ex\extractor\XB360\mul\deblock.py", line 116, in <module>
zero1, block_payload_left, sampleoff, zero3 = unpack(">IIII", header_bytes)
struct.error: unpack requires a string argument of length 16
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Re: BIGFILE.000 - Deus Ex Human Revolution Unpack
Hmm wait i don't think you don't have to add a header as deblocker does it for you. Just run the xma files through towav, as for the error ive never had that before, did you check in hex to see if the file looks right?
- FinalBlast
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Re: BIGFILE.000 - Deus Ex Human Revolution Unpack
The contents of this post was deleted because of possible forum rules violation.
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Re: BIGFILE.000 - Deus Ex Human Revolution Unpack
I see now. apparently for some reason that few zero bytes at the beginning before the stream starts is suppose to be the header. Just it didn't ad correctly for some reason. So go ahead and remove the zero bytes and then try the header script and towav.