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[Android/iOS] Need for Speed Most Wanted 2012 .sba

Posted: Sat Nov 03, 2012 8:13 am
by RacingFreak
Would be much appreciated, as this format is used a lot in ex-Firemint's (now FireMonkey) games.

Example is srt_viper_2013 texture files. Thanks!


srt_viper_2013.zip

Re: [Android/iOS] Need for Speed Most Wanted 2012 .sba

Posted: Wed Nov 28, 2012 4:48 pm
by REDZOEU
No one interested in iOS ver of the game? Man seriously. I want the iOS car models too. But i guess we need to wait until the pc version's cracked :\

Re: [Android/iOS] Need for Speed Most Wanted 2012 .sba

Posted: Wed Nov 28, 2012 9:07 pm
by RacingFreak
The iOS version has way more cars (mainly the Hummer H2 Alpha IS HERE!), I just hope someone takes a look on these formats rather than their chinese plastic made in china subpar fighting games :[

Re: [Android/iOS] Need for Speed Most Wanted 2012 .sba

Posted: Mon Dec 10, 2012 10:19 pm
by Chipicao

Re: [Android/iOS] Need for Speed Most Wanted 2012 .sba

Posted: Thu Dec 13, 2012 8:11 am
by RacingFreak
Wow, that's great! Excellent work, could you share the tool? As for models - they use m3g format, I will PM you samples once I get on the other HDD.

Re: [Android/iOS] Need for Speed Most Wanted 2012 .sba

Posted: Tue Jan 08, 2013 10:56 am
by huckleberrypie
RacingFreak wrote:Wow, that's great! Excellent work, could you share the tool? As for models - they use m3g format, I will PM you samples once I get on the other HDD.
M3Gs with a different header as far as I observed.

Re: [Android/iOS] Need for Speed Most Wanted 2012 .sba

Posted: Wed Jan 09, 2013 5:02 pm
by RacingFreak
Cool. Any progress thus far?

Re: [Android/iOS] Need for Speed Most Wanted 2012 .sba

Posted: Mon Sep 02, 2013 4:13 am
by cra0
Ill take a look at the format again

-EDIT-
K working on it

Code: Select all

// .sba need4speed most wanted mobile



struct sba_header {
	int32 header_define; // SBA Header identifier (SBIN)						(const)
	int16 unknown_vernum; // could be format version number						(const)
	int16 padding;	// ususally like 00 00 however could change				    (const)
	int32 identifier2; // another WORD (ENUM)									(const)
	int16 unknown_num; // unknown number again could be relating to the header	(const)
	int16 padding2; // ususally like 00 00 however could change					(const)
	int32 globvar1;    // i dont know what this is
	int32 padding3;    // padding ususally (01 00 00 00)
	int32 globvar2; 	// some sort of version number unknown still (eg. 14,12,11,14,39)
	int32 padding4;		// padding ususally (02 00 00 00)
	
	
	};
	
	
	-BULK		// size is 100bytes or 0x64
		-BARG // size is 12 bytes or 0xc
		-DATA // Datachunk
		-DATA // Datachunk	

	
	
	struct bulk_header {
	int32 header_define; // BULK Texturetype Header identifier (BULK)
	int32 DataStartOffset;
	int32 FileNameTableOffset;

	};
	
	struct barg_header {
	int32 header_define; // BARG Texturetype Header identifier (BARG)
	int32 ChunkSize;	// size of the image data chunk  (stored as litle endian)
	int32 bindat;		// unknown value

	};

Re: [Android/iOS] Need for Speed Most Wanted 2012 .sba

Posted: Fri Aug 07, 2015 11:50 pm
by SiriusR
I have to bump this thread after some observation:
- SBAs in published.*x folders cannot be opened with Chipicao's sbaBrute, regardless of platform; they also seem to have a slightly different structure
- There's a published.texture_pvrtc folder in iOS version of the game with SBAs that contain PVRs; Android version's equivalents of these textures seem to have a different kind of image file inside, thus it can't be recognized by sbaBrute

I'd like some help with those, as I would love to have the game's UI textures, and there's a Chinese freemium version of the game with Jaguar F-Type, which I'd like to get to worldwide version of the game both for iOS and Android, but port to the latter platform is now stuck due to car's usage of some iOS-only PVR textures.