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Files extractors scripting
- aluigi
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Re: Files extractors scripting
if someone follows this thread, I have just released a major version of QuickBMS. hope you like it
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Re: Files extractors scripting
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- aluigi
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Re: Files extractors scripting
why "math FILES -= 1"?
the FILES value is correct as is because there are 2 files in the archive.
the FILES value is correct as is because there are 2 files in the archive.
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Re: Files extractors scripting
If I take that out it tries to read 3 files for some reason. It must be something I am doing wrong.
- aluigi
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Re: Files extractors scripting
here it gets 2 files correctly.
then I saw you linked another game (VivaFighter) but I don't see the relationship with the GP4 files
then I saw you linked another game (VivaFighter) but I don't see the relationship with the GP4 files
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Re: Files extractors scripting
when I run this command this is what I get
1st result is with the -= 1 the second is with that commented out.
The gp4 files are from viva fighter.
Code: Select all
F:\Program Files\Audition>quickbms.exe -l G:\Viva\VIVA.bms G:\Viva\Resource\6D10AC88.gp4 .
QuickBMS generic files extractor 0.1.3
by Luigi Auriemma
e-mail: [email protected]
web: aluigi.org
- open G:\Viva\Resource\6D10AC88.gp4
- open G:\Viva\VIVA.bms
offset filesize filename
------------------------------
00000046 315 skeleton_die_effect.cfg
00000181 101993 skeleton_die_effect.mb
- 2 files found
F:\Program Files\Audition>quickbms.exe -l G:\Viva\VIVA.bms G:\Viva\Resource\6D10AC88.gp4 .
QuickBMS generic files extractor 0.1.3
by Luigi Auriemma
e-mail: [email protected]
web: aluigi.org
- open G:\Viva\Resource\6D10AC88.gp4
- open G:\Viva\VIVA.bms
offset filesize filename
------------------------------
00000046 315 skeleton_die_effect.cfg
00000181 101993 skeleton_die_effect.mb
6946696e 1866687852 SkillInfo]
ID = skeleton_die_effect
Kind = -1
SkillImpType = Model
A
- 3 files found
The gp4 files are from viva fighter.
- aluigi
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Re: Files extractors scripting
I am sorry I must of had an older copy on my hard drive. Thanks for clearing things up for me
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Re: Files extractors scripting
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Re: Files extractors scripting
I found a game with almost identical compression of Shaolin Plus Online.
The game is called Zodiac Online.
I almost have it figured out based on the Shaolin script but I am missing something.
The game is called Zodiac Online.
I almost have it figured out based on the Shaolin script but I am missing something.
here is a file attached.# Zodiac Online
# script for QuickBMS http://aluigi.org/papers.htm#quickbms
goto 0x14
get NSIZE long
filexor 0x99
getdstring NAME NSIZE
filexor ""
get ZSIZE long
get SIZE long
getdstring DUMMY 12
savepos OFFSET
#get ZSIZE asize
#math ZSIZE += OFFSET
comtype LZO1X
clog NAME OFFSET ZSIZE SIZE
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Re: Files extractors scripting
Hi Chrrox, there is nothing wrong with your extracted file in Magic_C03.tg_ actually!
It just missing header! If you add a classic TGA header then It will be fine.
And I guess the value @0x2D (04) will be bytes-per-color!!
By the way, how do you know it's LZO compressed? (I am always interested in LZO)
PS: bugtest, Is is possible to add data(like tga header above) in QuickBMS?
It just missing header! If you add a classic TGA header then It will be fine.
And I guess the value @0x2D (04) will be bytes-per-color!!
Code: Select all
00000000 00 00 02 00 00 00 00 00 00 00 00 00 00 01 00 01
00000010 20 00
PS: bugtest, Is is possible to add data(like tga header above) in QuickBMS?
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No more Fatduck, no more FatImporter, Byebye everyone!
- aluigi
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Re: Files extractors scripting
uhmmm at the moment don't exist ways (or easy ways) to put custom data inside the output file because the BMS language doesn't have rules for editing memory.
so the only easy way is creating a file containing the header you want to add (for example the bytes you specified in your post) and then:
if you copy the content of "header_file.dat" in a MEMORY_FILE you can also edit it (for example if you want to add a RIFF header you need to modify at least the 2 fields containing the size of the data and riff blocks) but at the moment GetVarChr and PutVarChr works only on single bytes so it's boring to handle 32bit fields like in the RIFF example.
so in the next version I will add two things for doing this job on the fly:
- adding the possibility of filling the MEMORY_FILE with custom data directly inside the BMS script (for example "Set MEMORY_FILE binary "\x00\x00\x02\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x01\x00\x01\x20\x00")
- adding a datatype value in Get/PutVarChr for being able to handle any 8, 16, 32bit and string value making it complete
so the only easy way is creating a file containing the header you want to add (for example the bytes you specified in your post) and then:
Code: Select all
append
open FDSE "header_file.dat" 1
get HEADER_FILE_SIZE asize 1
...
log NAME 0 HEADER_FILE_SIZE 1
log NAME OFFSET SIZE
...
so in the next version I will add two things for doing this job on the fly:
- adding the possibility of filling the MEMORY_FILE with custom data directly inside the BMS script (for example "Set MEMORY_FILE binary "\x00\x00\x02\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x01\x00\x01\x20\x00")
- adding a datatype value in Get/PutVarChr for being able to handle any 8, 16, 32bit and string value making it complete
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Re: Files extractors scripting
Here is a game called astro ranger
http://astroranger.com/
it is like ddr meets power rangers I guess but I wrote an extractor for this game to see what was in there.
where else can you find a game that has the original Japanese sailor moon theme song in it lol.
client http://astro.nefficient.co.kr/astrorang ... client.exe
edit
The only reason I knew it was that compression was bugtest had showed me a script for shaolin plus online that uses that compression and it seemed very familiar so I had a strong feeling it was that compression.
http://astroranger.com/
it is like ddr meets power rangers I guess but I wrote an extractor for this game to see what was in there.
where else can you find a game that has the original Japanese sailor moon theme song in it lol.
Code: Select all
idstring " PSH"
get VERSION long
get FILES long
get NULL long
for i = 0 < FILES
getdstring NAME 0x80
get SIZE long
get ZSIZE long
get OFFSET long
clog NAME OFFSET ZSIZE SIZE
next i
edit
The only reason I knew it was that compression was bugtest had showed me a script for shaolin plus online that uses that compression and it seemed very familiar so I had a strong feeling it was that compression.
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Re: Files extractors scripting
Here is a script for ghostx online
http://ghostx.gamengame.com/main.jce
this game is in english and uses custom smd models and normal png textures.
http://ghostx.gamengame.com/main.jce
this game is in english and uses custom smd models and normal png textures.
Code: Select all
idstring "PGFN"
get VERSION long
goto 0x18
get FILES long
for i = 0 < FILES
get NLENGTH long
get OFFSET long
get SIZE long
get DUMMY long
getdstring NAME NLENGTH
savepos LOCATION
log NAME OFFSET SIZE
math LOCATION += SIZE
goto LOCATION
next i
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Re: Files extractors scripting
I am stuck on the game Love Beat Online. http://lovebeat.plaync.co.kr/
I have figured out most of it and I get the files to be listed correctly but I can not extract the files.
Here is what I have so far.
Here are some sample archives.
I have figured out most of it and I get the files to be listed correctly but I can not extract the files.
Here is what I have so far.
Code: Select all
idstring "QPACK\0"
get VERSION long
get FILES long
goto 0x15
math OFFSET += 0x208
math OFFSET *= FILES
math OFFSET += 0x15
for i = 0 < FILES
getdstring NAME 0x200
get ZSIZE long
get SIZE long
comtype LZO1X
clog NAME OFFSET ZSIZE SIZE
math OFFSET += ZSIZE
next i
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