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Scribblenauts Unlimited *.p files

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Savage
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Re: Scribblenauts Unlimited *.p files

Post by Savage »

Any chance for the new version? "Scribblenauts Unmasked A DC Comics Adventure"
Thanks.
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kooz
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Re: Scribblenauts Unlimited *.p files

Post by kooz »

Savage wrote:Any chance for the new version? "Scribblenauts Unmasked A DC Comics Adventure"
Thanks.
My previous post describes how to get the music/sounds (audio.p) extracted, albeit without any original filenames. As far as the other resources go, it looks like an update to ScribbleExtract is going to be necessary. I'm not sure if the author, Adam Heinermann, is on Xentax, but it looks like you could contact him through Google Plus or email.
AlphaTwentyThree
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Re: Scribblenauts Unlimited *.p files

Post by AlphaTwentyThree »

Unfortunately, the decoder replaces the fcb files with the decoded streams.

If you want to preserve the original data, use the attached batch file. :)

Code: Select all

md dec
copy *.fcb dec
copy binka2wav.exe dec
copy binkawin.asi dec
copy mss32.dll dec
cd dec
ren *.fcb *.wav
for %%i in (*.wav) do binka2wav.exe %%i
move *.wav ..
del /q /s *.*
cd..
rd dec
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Re: Scribblenauts Unlimited *.p files

Post by GMMan »

I finally got the game when it was in the Humble WB Games Bundle. It was quite a deal. In any case, I've written a new unpacker for it considering the one listed earlier in this thread is sort of borked. Find it here. Also on that page is a modified BinkA2Wav that processes files recursively and doesn't overwrite the source file.
Currently researching: Alpha Prime scripting (AI and mods)
Queued: EE .cache repacking, CustomPak repacking, Gameloft Scrambled Zip multitool, GRAF Extractor Skeleton repacking, Gun Metal filenames CRC
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