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AnonBaiter's Script Compendium

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AnonBaiter, posted Mon May 15, 2017 10:09 pm (23260)


Lifeline/Operator`s Side - *.is video files

The output files are headerless, so for the ".asc1" files aside(check the header of the script for instructions) if anyone knows how to build the header for the ".vsf1" and ".vsf2" files, let me know.

Lifeline/Operator`s Side - *.a archive files

UPDATE#01(05/15/2017): Fixed an error in which when the script is run through the -d parameter with all the *.a files, the script would then try to reach out an offset that goes beyond the actual size of an *.a file.
UPDATE#02(05/15/2017): The script can now extract the files through the SIZE1 value if SIZE2 is zero.

lifeline_a.bms

lifeline_is.bms

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AnonBaiter, posted Sat May 27, 2017 7:37 pm (23566)


Gran Turismo 2

UPDATE(27/05/2017): ".." is now ignored to avoid having this name stored as a sub-folder.
UPDATE(26/06/2017): GT2.VOL from all regional releases of Disc 2 can now be completely extracted(it would previously stop at the "gtmenu" folders).
UPDATE(24/09/2017): I finally managed to eliminate a minor bug regarding how the script would handle these directories. Here is what this post looked like before the update.
UPDATE(25/09/2017): The script has been completely restructured to support both GT2.VOL and GT2.OVL(which is yet another archive consisting of gzip-compressed files), the latter which is dumped as-is because it's not possible to actually do "decompression-on-the-fly" through the script at the moment. At least you can decompress those by yourself now, provided you have WinRAR or 7zip. I've also added a few comments here and there to better explain both of these files.
UPDATE(21/11/2018): the entirety of GT2.VOL has been re-written for the sake of "cleaner code" - i recommend to back up your old gran_turismo_2.bms file and (once you're done downloading this one) rename this new one into "gran_turismo_2_new.bms" as i've found out at least one small yet impactful issue that plague this script, for now i'd recommend you to use this script on GT2.VOL files that aren't custom-made through GTVolTools.exe

gran_turismo_2.bms

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AnonBaiter, posted Tue May 30, 2017 5:47 pm (23659)


Polyphony Digital (PS2) - *.VOL archives

UPDATE(02/06/2017): Fixed something that could have been easily fixed if not for my (at-that-time) attention span not noticing it: decompressing deflate files. This was caused by a variable that was then renamed during development of this script. This is for those who couldn`t get the script to work on GT4.VOL archives(taking out Gran Turismo HD Concept, of course), unless they had already fixed that error themselves.
UPDATE(10/08/2017): Added (untested) support for the Gran Turismo 3 demo builds(such as unencrypted names), also updated the header to reflect on what script do the archives stored in the directory of these games work on.
UPDATE(25/09/2017): Added full support for compressed executable files(core.gt3, core.gt4).

polyphony_ps2vol.bms

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AnonBaiter, posted Mon Jun 05, 2017 11:47 pm (23861)


Gran Turismo

The compression algorithm currently isn't supported yet.

gran_turismo.bms

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AnonBaiter, posted Wed Jun 07, 2017 7:00 pm (23914)


Drummania (PS2) - *.pak

I had written this script a few weeks back, but I have never bothered to release it until now.
Do keep in mind though that this doesn`t work for DMDATA.PAK.

drummania_ps2_pak.bms

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AnonBaiter, posted Sun Jun 11, 2017 6:41 pm (24044)


Battle Engine Aquila (PS2/XBOX/PC) - *.nyo

nyo.bms

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AnonBaiter, posted Tue Jun 13, 2017 10:17 pm (24098)


RAGE (PS3/XBOX360/PC) - gameresources.resources/streamed.resources/*.streamed

This might work with other id Tech 4/id Tech 5 games(id Tech 5 especially), although I haven`t tested other games yet.

Set the AVOID variable to 1 for the DLC archives(The Scorchers DLC) of RAGE.

UPDATE(14/06/2017): Fixed a minor issue in which files whose EXTRA value is higher than 1 are extracted alongside the files that only need the gameresources.resources archive to the point of having duplicated files.

rage.bms

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AnonBaiter, posted Wed Jun 14, 2017 1:26 am (24099)


RAGE - *.idmsf/*.idxma/*.wav

Multi-language files and looping are not supported at the moment(the former is currently untested).

rage_idxma.bms

rage_idmsf.bms

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AnonBaiter, posted Mon Jun 26, 2017 6:59 pm (24312)


Victory Zone - *.CFL

CELLA.CFL's structure is different in that it has no header.

victory_zone_cfl.bms

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AnonBaiter, posted Wed Jun 28, 2017 2:44 am (24334)


Front Mission 4/Front Mission Online/Front Mission 5(PS2) - dvdimage.pos/dvdimage.dat

Well, the extension guessing function of this script is pretty basic, and you can't even find a true extension for those whose extension is not what quickBMS automatically guesses for the file without actually guessing the extension yourself. So if anyone here knows which extension a file was supposed to be(alongside the first four bytes of a file), let me know.

front_mission_ps2_pos_dat.bms

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AnonBaiter, posted Wed Jun 28, 2017 1:42 pm (24340)


The Bouncer

The extracted BOUNCER.BIN files has exactly the same structure to the point you can reuse the script with them.

UPDATE(30/06/2018): this script contains all changes made by bnnm with said script alongside a few fixes(see this post for more details).
UPDATE(02/07/2018): this script can handle most .bin files now(bgmlist.bin, bgmwdtbl.bin, etc.). emphasis on "most" since these "IZ01" files(the other .bin files that are stored in the BOUNCER.BIN archive) still aren't useful with it.

the_bouncer.bms

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AnonBaiter, posted Wed Jul 19, 2017 6:36 pm (24812)


Kowloon's Gate - *.TBL/*.PAK

Most - if not all - *.PAK files are stored using CD disk sectors*, and unless you somehow extracted them without these sectors, you're lucky to have one that wasn't stored with these sectors.
The script "decompresses" these sectors onto the MEMORY_FILE on the fly, so not to worry.

* The entire CD sector is 0x18 0x918 in size(including garbage data depending on the type of the file the CD sector is detecting on).

kowloons_gate.bms

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AnonBaiter, posted Sat Aug 05, 2017 9:57 pm (25264)


Kidou Senshi Gundam - Inchinen Sensou (PS2)

This only supports ALL.HD/ALL.BD for now. Well, actual support since 5 duplicated files of this .BD file exist as DAT##(from 00 to 05).DAT files.

UPDATE(10/04/2018): This script can now support UNITARY.DAT, which luckily uses two different file formats on every single file as stored in that one. Anyway, assuming you extracted all these UNITARY.DAT files into an entire folder of its own... If you know how to cmd, you can batch-rename all the *.fla into *.psg directly into the cmd so long as said cmd is executed within that extracted folder. That's about it.

kidou_senshi_gundam_ichinen_sensou.bms

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AnonBaiter, posted Thu Sep 28, 2017 5:57 pm (26900)


007 Quantum of Solace(PS3, Xbox 360) - .ff

I wrote this script a few months back, but then some decompression problem unrelated to the script itself showed up. The script couldn't decompress some .ff files properly back then(even with unzip_dynamic).

Now, said decompression problem has been fixed in 0.8.1, which means the script can now decompress .ff files without much trouble.

007_quantum_of_solace.bms

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AnonBaiter, posted Wed Oct 18, 2017 8:10 pm (27446)


KAZe/digifloyd - SLPS_###.##(related to [V3/KU/AGT]FILE.BIN/RUDATA.BIN)

As it is right now, this is just a dumper for any of these archives. Also you need to execute the script through the executable, not through the .BIN archive. Check the commented parts of the script if you're unsure over whether or not you're going to apply this script on which game.

kamen_rider_v3.bms

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AnonBaiter, posted Wed Oct 18, 2017 9:04 pm (27448)


Boku no Natsuyasumi (PS1) - SCPS_100.88/BOKU.BIN

For now this script is only limited to the BOKU.BIN archive itself.

boku_no_natsuyasumi.bms

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AnonBaiter, posted Sat Nov 04, 2017 3:03 am (29716)


Driving Emotion Type-S (PS2) - LINKFILE.INF/BIN

Well, about the whole "missing file" thing... it's because the archive files that were used in the game would list files whose size field could go about this value right here: 0x10000000. Basically, for these absent files the size field could range from 0x14000002 to 0x1bf80005(it could vary depending on the region this game was released on).
Because of this, I had to add something in which the script informs you about this absent file as well as the supposed offset of that one file.

You don't have to worry about that though. The script extracts what's already available of LINKFILE.INF/BIN anyway.

UPDATE(24/10/2018): the whole script has been re-written for the sake of a cleaner code

driving_emotion_type-s.bms

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zhichuner, posted Sun Nov 12, 2017 11:51 am (29987)


there is an sxd1outputed at9 file from soul sacrifice cannot be decoded to wav,at9decoder.exe printed wrong atrac9 bitrate
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AnonBaiter, posted Sun Nov 12, 2017 4:21 pm (29993)


Okay, the script for that format has been revised now. You can now use the new udpated version of it.
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AnonBaiter, posted Sun Nov 12, 2017 4:29 pm (29994)


SquareSoft/Square Enix - .dat(/.sz) movie format

Much like my lifeline_is.bms script, this is just a proof-of-concept for "demuxing" movie data and actually extracting them as-is. Well, apart from trying to convert any kind of "audio" into GENH that is. This was originally posted on the hcs64.com message boards as its own thread, so if you want the script... well, there it is.

To be honest, I did try my best to document all there is to the script for those planning to use it in this kind of movie format but I'll try to be as brief as I possibly can here. For those who have the Japanese version of Driving Emotion Type-S, you can see through the game files that the game uses two types of what I call "movie format": one is a paired .sz/.dat file that can store whatever chunk there is regarding both audio and video(or whatever that is), the rest(as in, the .dat files that doesn't have an accompanying .sz file at all) are just video data as far as I know. However, even a single .dat file can have its own type too as seen on Front Mission 5 in which both the video and the audio data(which in this case is a vgmstream-supported .vsf format) are stored as chunks on a single file.

That's it for now.
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zhichuner, posted Mon Nov 13, 2017 1:14 am (30007)


Thanks for hard work! !
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AnonBaiter, posted Tue Jan 02, 2018 12:30 pm (31212)


TVDJ (PS2) - *.FLK

I decided to do this out of curiosity.

UPDATE(03/01/2018): The whole script has been "fleshed out", as far as minor changes go. Basically there's that one 16-bit value that represents the actual file type, therefore the whole "extension guessing" thing was based mostly on this "value".

tvdj_flk.bms

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AnonBaiter, posted Fri Jan 05, 2018 3:00 pm (31324)


Okay zhichuner, you might want to use vgmstream instead. However, use only the latest version as ATRAC9 is basically supported in there now.

I marked my sxd_at9.bms script as obsolete since there's no point in using it.
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AnonBaiter, posted Fri Jan 05, 2018 4:39 pm (31331)


Ubisoft Montreal - *.fat/*.000 archives

Apparently, the files themselves as stored in a .000 archive pair(as referenced in an accompanying .fat file) used an interesting method. Basically, you have about four "values" stored in varying bits. The first and the second one has both decompressed and the compressed size of a "chunked" part of a file that we need to decompress a part of the file(all in 32-bits). Then you have the third value that is written as 0xDEADBABE/0xBEBAADDE, and finally the fourth value that sticks out as two numbers, one of which is stored as 3 exclusively for the first chunk of an entire file, as for the rest it's just 1.

This script tries to decompress them all even if the files themselves are relatively uncompressed. Most of the "decompression" depends on if the first value of a chunk is 0x2000(as in, the decompressed size of a chunk in itself), otherwise the script is just done with the file and proceeds to another one.

ubisoft_montreal_fat_000.bms

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