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Smackdown vs Raw 2010 - bpe again
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Re: Smackdown vs Raw 2010 - bpe again
I sent a message asking for the files o be split up also as it will be easier to mod them separated rather than in one big file.
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Re: Smackdown vs Raw 2010 - bpe again
The scripts that I made will split the files up.chrrox wrote:I sent a message asking for the files o be split up also as it will be easier to mod them separated rather than in one big file.
Split files will make it easier to change the files, but the way he has it makes it easier to see the whole "picture" and what the file is supposed to be. Both type of scripts would be useful, and now that I see how the offsets work, I will be working on revising my script some.
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Re: Smackdown vs Raw 2010 - bpe again
I am looking at the file formats from a 3d model perspective and the developers must have split the files up in memory due to the fact that all the offsets are based on if each file ws seperated rather than one big file. but it is interesting to see it as one big file.
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Re: Smackdown vs Raw 2010 - bpe again
I updated the script for the chXXX.pac files, now that I see how the offsets and sizes are stored, thanks to aluigi, it is scripted better, and it also extracts files into seperated files, just like you want.chrrox wrote:I am looking at the file formats from a 3d model perspective and the developers must have split the files up in memory due to the fact that all the offsets are based on if each file ws seperated rather than one big file. but it is interesting to see it as one big file.
I'll update the other ones too, but all my scripts extract each individual pac file, then it extracts all the compressed files out of the pac file into seperate compressed files, then it decompresses each of those files (if it is BPE format) and put those files seperately in a different folder. If you haven't tried one yet, it does exactly like you want.
Re: Smackdown vs Raw 2010 - bpe again
I've been reading through topics looking for a tool that can extract model textures or anything from the .bpe files from wwf smackdown 2 know your roles(Ps1). I've downloaded both the quickbms and the unrrbpe. Nothing seems to work when I try to open the pac files or the .bpe files themselves with the extractor. Could someone help me?
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Re: Smackdown vs Raw 2010 - bpe again
fixed both the bug of MEMORY_FILE (because one of the file had size 0) and the compatibility with the EPK8 archives (names of 8 bytes instead of 4)
released script 0.1.2
released script 0.1.2
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- aluigi
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Re: Smackdown vs Raw 2010 - bpe again
for anyone, the latest version of the script is 0.2.1 (thanx to chrrox and brienj for the testing eh eh eh)
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- Moderator
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Re: Smackdown vs Raw 2010 - bpe again
The yukes.bms that aluigi made misses some DDS files, it doesn't give them a .dds extension, so I changed it to rename those properly. The lines I added say "# added by me" at the end of them. Maybe there is a better way to fix it?
Code: Select all
# Yuke games: EPAC/EPK8 archives, PACH files and BPE chunks (script 0.2.1)
# note that this script is really big and chaotic and the function
# which guesses the extension simply "guesses" it so don't consider it much
# script for QuickBMS http://aluigi.org/papers.htm#quickbms
comtype yuke_bpe
putarray 0 0 0
# the following is only for being able to handle all the 3 files
get NAME filename
string NAME += ".unpacked"
getdstring SIGN 4
if SIGN == "PACH"
print "PACH file"
get SIZE asize
log MEMORY_FILE 0 SIZE
callfunction pach_unpack
cleanexit
elif SIGN == "BPE "
print "BPE chunk"
get DUMMY long
get ZSIZE long
get SIZE long
savepos OFFSET
clog NAME OFFSET ZSIZE SIZE
cleanexit
endif
set NAMESZ long 4
if SIGN == "EPAC"
set NAMESZ long 4
elif SIGN == "EPK8"
set NAMESZ long 8
else
cleanexit
endif
#idstring "EPAC"
print "EPAC archive"
goto 0x800
for
savepos OFFSET
getdstring SIGN 4
if SIGN == ""
cleanexit
endif
string SIGN -= 1
if SIGN == "EMD"
get DUMMY long
get DUMMY long
elif SIGN == "EVP"
get DUMMY long
get DUMMY long
elif SIGN == "EVT"
get DUMMY long
get DUMMY long
else
goto OFFSET
getdstring NAME NAMESZ
get OFFSET long
get SIZE long
math OFFSET += 8 # 0x4000
math OFFSET *= 0x800
math SIZE *= 0x100
log MEMORY_FILE OFFSET SIZE
callfunction pach_unpack
endif
next
startfunction pach_unpack
set FOLDER string NAME
getarray GLOBAL_COUNTER 0 0
if SIZE == 0 # will be fixed in the next quickbms
# they are empty folders, so skip them
#log NAME 0 SIZE
elif SIZE < 8
log MEMORY_FILE2 0 SIZE MEMORY_FILE
string NAME -= " "
string NAME += /
string NAME += GLOBAL_COUNTER
callfunction gimme_a_name
math GLOBAL_COUNTER += 1
putarray 0 0 GLOBAL_COUNTER
else
getdstring SIGN 4 MEMORY_FILE
if SIGN == "PACH"
get CHUNKS long MEMORY_FILE
savepos INFO_OFF MEMORY_FILE
math BASE_OFF = CHUNKS
math BASE_OFF *= 12
math BASE_OFF += 8
for j = 0 < CHUNKS
set NAME string FOLDER
string NAME -= " "
string NAME += /
string NAME += GLOBAL_COUNTER
goto INFO_OFF MEMORY_FILE
get DUMMY long MEMORY_FILE
get CHUNK_OFF long MEMORY_FILE
get CHUNK_SIZE long MEMORY_FILE
savepos INFO_OFF MEMORY_FILE
math CHUNK_OFF += BASE_OFF
goto CHUNK_OFF MEMORY_FILE
getdstring SIGN 4 MEMORY_FILE
if SIGN == "BPE "
get DUMMY long MEMORY_FILE
get ZSIZE long MEMORY_FILE
get SIZE long MEMORY_FILE
savepos OFFSET MEMORY_FILE
clog MEMORY_FILE2 OFFSET ZSIZE SIZE MEMORY_FILE
else
log MEMORY_FILE2 CHUNK_OFF CHUNK_SIZE MEMORY_FILE
math SIZE = CHUNK_SIZE
endif
callfunction gimme_a_name
math GLOBAL_COUNTER += 1
putarray 0 0 GLOBAL_COUNTER
next j
else
string NAME -= " "
string NAME += /
string NAME += GLOBAL_COUNTER
log MEMORY_FILE2 0 SIZE MEMORY_FILE
callfunction gimme_a_name
math GLOBAL_COUNTER += 1
putarray 0 0 GLOBAL_COUNTER
endif
endif
endfunction
startfunction gimme_a_name
get SIGN long MEMORY_FILE2
get SIGN2 long MEMORY_FILE2
if SIGN == 0x594f424a
string NAME += ".YOBJ"
log NAME 0 SIZE MEMORY_FILE2
elif SIGN == 0x20455042
string NAME += ".DAT"
#get DUMMY long MEMORY_FILE2
get ZSIZE long MEMORY_FILE2
get SIZE long MEMORY_FILE2
savepos OFFSET MEMORY_FILE2
clog NAME OFFSET ZSIZE SIZE MEMORY_FILE2
elif SIGN == 0x34425346
string NAME += ".fsb"
log NAME 0 SIZE MEMORY_FILE2
elif SIGN == 0x48434150 # memory_files are not recursive
string NAME += ".PACH"
log NAME 0 SIZE MEMORY_FILE2
elif SIGN == 0x20534444 # added by me
string NAME += ".dds" # added by me
log NAME 0 SIZE MEMORY_FILE2 # added by me
elif SIGN & 0xffff0000 # guessed, should be good for the 99,9% of files
string NAME += ".POF0"
log NAME 0 SIZE MEMORY_FILE2
elif SIGN2 == 0x00000100
goto 0 MEMORY_FILE2
get TEXTURES long MEMORY_FILE2
goto 16 MEMORY_FILE2
for z = 0 < TEXTURES
getdstring TEX_NAME 16 MEMORY_FILE2
if TEX_NAME == ""
string NAME += ".TEX"
log NAME 0 SIZE MEMORY_FILE2
math z = TEXTURES
else
getdstring TEX_EXT 4 MEMORY_FILE2
set TMP_NAME string FOLDER
string TMP_NAME += /
string TMP_NAME += TEX_NAME
string TMP_NAME += "."
string TMP_NAME += TEX_EXT
get TEX_SIZE long MEMORY_FILE2
get TEX_OFFSET long MEMORY_FILE2
get DUMMY long MEMORY_FILE2
log TMP_NAME TEX_OFFSET TEX_SIZE MEMORY_FILE2
endif
next z
else
string NAME += ".DAT"
log NAME 0 SIZE MEMORY_FILE2
endif
endfunction
- aluigi
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Re: Smackdown vs Raw 2010 - bpe again
the following lines:
can be substituited with:
because all these separators/subfolders start with 'E' avoiding problems with the EPK8 archives, you can do a comparison with the script 0.2.1a
Code: Select all
if SIGN == "EMD"
get DUMMY long
get DUMMY long
elif SIGN == "EVP"
get DUMMY long
get DUMMY long
elif SIGN == "EVT"
get DUMMY long
get DUMMY long
Code: Select all
string SIGN -= 3
if SIGN == "E" # EMD, EVP, EVT, ED1 and so on
Re: Smackdown vs Raw 2010 - bpe again
I'd like to try and figure out the burning method for this a little better. I think I read earlier that the game can read compressed and uncompressed data. If someone can explain in a little more detail about how to burn the game after the edits that would be great! For example let's say I edit John Cenas ch139.pac (I think that's his) when putting the newly edited files into the iso do I need to put everything in the ch folder, or do I need to put everything in a new folder inside the ch folder. Thanks in advance!
Also brienj have you got blender working yet?
Also brienj have you got blender working yet?
Re: Smackdown vs Raw 2010 - bpe again
I've read up on the subject in the smackdown vs raw 2010 .bpe again topic. I've downloaded the tools that were posted but am not too sure on how to use them. I tried opening the .bpe files that were extracted from my C2.PAC and DENT.PAC files with quickbms and unrrbpe but nothing happens. I would like to upload some files and have them tested if someone cares to help. I would really like to find something.
Edit:It works but I think I need someone to make a script compatible with SD!2. Someone please test this and tell me what happens.
Here's my Dent.PAC
http://www.megaupload.com/?d=LPX86EPJ
Edit:It works but I think I need someone to make a script compatible with SD!2. Someone please test this and tell me what happens.
Here's my Dent.PAC
http://www.megaupload.com/?d=LPX86EPJ
Re: Smackdown vs Raw 2010 - bpe again
Alright well adding a folder to the iso was harder than it sounds. Actually with modio and xbox backup creator I had zero luck. So I figure I'm not using the right program or something.....