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Shadowrun

Featured Replies

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AnonBaiter, posted Thu Jun 16, 2016 2:31 am (14501)


Now it's time I should report this.

Out of all the .data/.toc files I tested(not the ones that were stored inside a folder), I only got those errors:
Code:
core.data/toc, game.data/toc files:
log NAME OFFSET SIZE 1

fp-###.data/toc files(except maybe fp-human.data):
getdstring NAME NAMESZ


Here are the samples, all uploaded through a MEGA folder:
https://mega.nz/#F!kBdBRBzB!f-7FhLRldSe5R3S4VWKMmg
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aluigi, posted Thu Jun 16, 2016 1:09 pm (14513)


Script 0.2
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AnonBaiter, posted Thu Jun 16, 2016 2:18 pm (14515)


Thanks for the update, aluigi. It actually worked this time.
Now thanks to your script, I found something interesting...
It's a .bnk file, but it uses a different structure for some reason. It also seems that there are filenames stored in the end.
Here are the files just in case.

EDIT: And here are all the .pws files. From what I saw, they seem to have all the audio data; mostly it's XMA2.
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AnonBaiter, posted Sat Jun 18, 2016 5:10 pm (14573)


Bump.
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AnonBaiter, posted Wed Aug 10, 2016 8:34 pm (16375)


Well, just recently I started writing a script for Shadowrun(2006) .bnk archives. But I'm still confused as to what should I do with it.
Code:
idstring "AKBK"
getdstring ZERO 0x8
idstring "BKHD"
get TMP long
endian guess TMP

set WANTED_CHUNK string "DATA"
The .pws files didn't give me much luck either. The references are all messy, which leads me to suggest that the archive files maybe has some chunk data.
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aluigi, posted Thu Aug 11, 2016 11:19 am (16390)


Why you talk about the pws archives?
They have been solved by the shadowrun.bms script 2 months ago.

For the AKBK I opted for a new version 0.1.3 of armyoftwo.bms, I'm not sure about this choice but it's easier.
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AnonBaiter, posted Thu Aug 11, 2016 1:07 pm (16392)


See here:
Code:
- open input file E:\Shadowrun [NTSCU]\resources\base.pws
- open script E:\quickbms_scripts\shadowrun.bms
- set output folder E:\Shadowrun [NTSCU]\resources\base
- the folder doesn't exist, do you want to create it (y/N)?:
  y

  offset   filesize   filename
--------------------------------------
- enter in folder E:\Shadowrun [NTSCU]\resources
  coverage file 0     0%   0          94240768
- open input file E:\Shadowrun [NTSCU]\resources\base.toc

- error in src\file.c line 243: fdnum_open()
Error: No such file or directory

Last script line before the error or that produced the error:
  4   open FDDE "toc"
As for the filenames at the end of each .bnk archive, well, that's something I need to solve myself... or maybe you can do it, I don't know.
I just wanted to say thanks for the updated script.
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aluigi, posted Thu Aug 11, 2016 6:30 pm (16399)


Try script 0.2.1 for the pws archives.

And yes for the names in the bnk you have to do it by yourself.
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AnonBaiter, posted Thu Aug 11, 2016 8:30 pm (16404)


For the base.pws archive, it only managed to extract 12% of the files.
As for the rest:
en-us.pws: 72%
es-la.pws: 77%
fr-fr.pws: 75%

Is this a normal thing or what?
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aluigi, posted Thu Aug 11, 2016 9:13 pm (16405)


Try 0.2.2
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AnonBaiter, posted Thu Aug 11, 2016 9:21 pm (16407)


Thanks for the update.
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jadugar, posted Wed Sep 06, 2017 1:48 am (26310)


............
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aluigi, posted Wed Sep 06, 2017 4:30 pm (26330)


The format is very simple and doesn't use compression or encryption so there are no problems with the reimporting.
Are you sure to have correctly reimported the file?
You should see the name of the reimported file if it works and "1 files reimported".
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jadugar, posted Wed Sep 06, 2017 11:18 pm (26334)


aluigi wrote:
The format is very simple and doesn't use compression or encryption so there are no problems with the reimporting.
Are you sure to have correctly reimported the file?
You should see the name of the reimported file if it works and "1 files reimported".
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aluigi, posted Wed Sep 06, 2017 11:48 pm (26335)


Oh I understand.
Probably the game checks the checksum/hash field of each file or the hash of the archive so you cannot use the new content.
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jadugar, posted Wed Sep 06, 2017 11:50 pm (26336)


aluigi wrote:
Oh I understand.
Probably the game checks the checksum/hash field of each file or the hash of the archive so you cannot use the new content.

Can you add these to the script?
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jadugar, posted Thu Sep 07, 2017 12:09 am (26337)


..........
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aluigi, posted Thu Sep 07, 2017 2:26 pm (26339)


No, I can do absolutely nothing. It's something specific of the game or it may be a field of the format that in any case is not changed in reimport mode.
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jadugar, posted Thu Sep 07, 2017 9:34 pm (26346)


aluigi wrote:
No, I can do absolutely nothing. It's something specific of the game or it may be a field of the format that in any case is not changed in reimport mode.

So in practice, this script does not work
Just view the files of this archive with other software!


shadowrun.bms :!:
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aluigi, posted Thu Sep 07, 2017 9:39 pm (26347)


The script works perfectly in both extraction and reimporting.
If the game doesn't accept the edited archives you have to complain with it, anyway feel free to write your own full archive builder for this game or to pay someone for doing the job.
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jadugar, posted Thu Sep 07, 2017 9:45 pm (26348)


aluigi wrote:
The script works perfectly in both extraction and reimporting.
If the game doesn't accept the edited archives you have to complain with it, anyway feel free to write your own full archive builder for this game or to pay someone for doing the job.

I do not know anyone doing this with money or free
This should be a very complicated task that you can not do
However, for any editing in this game, and ... after the injection of changed files into the game should run the game; otherwise, extraction and injection of the file into the original archive without running the game is in vain.
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aluigi, posted Sat Sep 09, 2017 12:32 pm (26388)


jadugar wrote:
I do not know anyone doing this with money or free

FYI: the Market section is here:
viewforum.php?f=14
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