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Re: QUICKBMS GUIDE

Posted: Tue Oct 19, 2010 4:52 pm
by Venushja
Hi ... Please more Tutorials on well-known (Games) files ... Thanks :-)
Incidentally nice tutorial ... It takes more tutorials

Re: QUICKBMS GUIDE

Posted: Sun Feb 20, 2011 9:27 am
by Republica
chrrox wrote:
ok the next 4 bytes 74 00 00 00 are not needed in order for quickbms to extract our files but it represents the total size of our header.
Image
Forgive me for my ignorance, but it seems I lost you there.
How did you come to the conclusion that (74 00 00 00) is the size of the header?
And when I start "Quick BMS" it asks me to choose a plugin, which one to choose and where to locate it?
All and all, I thank you for taking the time to share your expertise and writing such helpful tutorials.

Re: QUICKBMS GUIDE

Posted: Tue Feb 22, 2011 12:38 am
by aluigi
calculating the size of a block of data is a job for the hex editor, so if he had 0x74 (74 00 00 00 in little endian) then he proabably saw 74 bytes of data, which are also easy to count due to the 16 bytes alignment usually in use in the hex editor (for example 7 rows plus 4 columns).

the script that quickbms needs is just the set of textual instructions for extracting the archives of a specific game.
you can find them surfing on the forum and I have some scripts collected here

Re: QUICKBMS GUIDE

Posted: Tue Feb 22, 2011 9:45 am
by Republica
aluigi wrote:calculating the size of a block of data is a job for the hex editor, so if he had 0x74 (74 00 00 00 in little endian) then he proabably saw 74 bytes of data, which are also easy to count due to the 16 bytes alignment usually in use in the hex editor (for example 7 rows plus 4 columns).

the script that quickbms needs is just the set of textual instructions for extracting the archives of a specific game.
you can find them surfing on the forum and I have some scripts collected here
Ugh..
Thank you, Aluigi.
I was starting to lose hope.
Currently, I'm reading a book, To familiarize myself with reverse engineering and not to embarrass myself asking such silly questions. at least I think it was a silly question.. because I still don't quite get it.
It's probably 'cause I'm not experienced enough to the extent that you are.

I'll give it more time and study it more. :)

Re: QUICKBMS GUIDE

Posted: Wed Apr 20, 2011 3:30 pm
by reboot31
thanks chroxx for this tutorial... you are a genius... :)

Re: QUICKBMS GUIDE

Posted: Mon Feb 20, 2012 8:39 pm
by lagun2
Hi...I want "open" a file with extension sds. It's a file of the EA (fifa 2012). Can you help me?

Re: QUICKBMS GUIDE

Posted: Fri Mar 09, 2012 8:26 pm
by michalss
Can u please upload the files for all yr QBMS tuts again? All are dead...

Re: QUICKBMS GUIDE

Posted: Sun Sep 16, 2012 11:21 am
by hatyn
I am trying to understand Chroxx's BMS for Dark Souls BDT files, so I may unpack a ps3 version of that file type. I am a bit lost here and thinking this is what i need to modify:

Code: Select all

TYPE == 0x44435800 math OFFSET + 0x4C getdstring NULL 0x18 1
when using the Xbox version, everything is parsed very nicely - how does that happen?

Could you please explain this code as a string of actions?

thanks! [bruce]

Re: QUICKBMS GUIDE

Posted: Sat Sep 22, 2012 8:45 am
by JayK
I was wondering if anyone could help me, is there a way in quickbms to return a string up to the point where the byte becomes 00, and stop there?

Edit: Nevermind I've realised if you just go over the byte it will stop there automatically anyway, it seems to work. Hopefully there's no problem with just doing it this way though.

Re: QUICKBMS GUIDE

Posted: Tue Jan 08, 2013 8:13 pm
by dnmnbg
like the tut can you post more tuts . what about files that may be encrypted?
Image

im a total noob with hex code but would like to learn more if possible

Re: QUICKBMS GUIDE

Posted: Tue Jan 08, 2013 8:36 pm
by chrrox
just post your game in the game archive section for help.

Re: QUICKBMS GUIDE

Posted: Sun Apr 07, 2013 6:37 am
by sh0ck1
Fantastic tutorial. I've been wanting to learn to reverse engineer for so long, but it seems like there are so few tutorials out there to help. I've been programming off and on for multiple years, but never found a resource to learn this.

Last I tried to do this I was building code in C++ or Java to parse the contents of a file, but now with QuickBMS I feel like things are much easier.

Hope to see more tutorials in the future, hopefully one for Unreal engine files since so many games are built on that. Gildor's tools are awesome, but I wish there was a QuickBMS version of his tools so I could just modify it for other Unreal engine games when needed.

Re: QUICKBMS GUIDE

Posted: Sun Apr 07, 2013 11:44 am
by chrrox
gildor has an unreal package decompressor.
unreal will read the uncompressed files it outputs and you can modify them to your hearts content.
this is how people are modding mortal kombat.

Re: QUICKBMS GUIDE

Posted: Fri Jul 26, 2013 5:06 pm
by Azurfan
This tutorial is great and I tried to used to for my files but I have a little problem. The "archives" I currently investigate have no header.
The archive starts with file count, then comes the name size of the following string and after that just the length/size of the file which ends directly before the name size of the next file.

So how do I get the log function to start right after NSIZE? Thanks.

Edit2 : Got it to work. :D

Re: QUICKBMS GUIDE

Posted: Mon Jul 29, 2013 1:00 am
by blackjack4494
rly nice tut :)
It helped me a lot. But unfortunately I found this (and a complete script for my archive in this board/forum) after I already made a bms script on my own which took about a week to come on with syntax, hex code reading etc.