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AnonBaiter's Script Compendium

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AnonBaiter, posted Mon Jan 15, 2018 1:09 am (31547)


i have a few issues with your "proposal":
what "us" are you talking about? because from what i read in that thread you just linked from here, it seems that only you are actually interested at translating the game at all for whatever reason.

i also doubt you have some kind of experience in messing with this stuff, as most of the "help" threads i've ever seen in here are actually nothing but "handle this file for me plz" request threads(yeah i know, kind of an ironic statement as i started out requesting .bms scripts out of files i had no idea what to do with since i had no experience with getting the "most" out of data and stuff).

as for the files themselves, they're just raw data. something tells me the executable has at least every info related to these .BIN files in any way, but right now all these "headerless" archive files tell me absolutely nothing about how to actually handle them in any possible way beyond that.

so, as i'm not very interested in the game right now, i have to tone down your offer.
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TON, posted Mon Jan 15, 2018 5:44 pm (31576)


AnonBaiter wrote:
i have a few issues with your "proposal":
what "us" are you talking about? because from what i read in that thread you just linked from here, it seems that only you are actually interested at translating the game at all for whatever reason.

i also doubt you have some kind of experience in messing with this stuff, as most of the "help" threads i've ever seen in here are actually nothing but "handle this file for me plz" request threads(yeah i know, kind of an ironic statement as i started out requesting .bms scripts out of files i had no idea what to do with since i had no experience with getting the "most" out of data and stuff).

as for the files themselves, they're just raw data. something tells me the executable has at least every info related to these .BIN files in any way, but right now all these "headerless" archive files tell me absolutely nothing about how to actually handle them in any possible way beyond that.

so, as i'm not very interested in the game right now, i have to tone down your offer.


No offense dude, I just tried to help the translator (who gave up the project because lacking of help) to find someone who could help in hacking because the text translation is done.
And jeah you are right, I know nothing about PS1 game file structure and hacking but think it over who's asking help? Those people who need help and dont know anything about hacking PS1 isos.
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AnonBaiter, posted Mon Jan 15, 2018 6:02 pm (31577)


well, to be completely honest i'm not really experienced in "translating" games in general, so you might be asking the wrong person here (for now).

sorry about that.
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AnonBaiter, posted Sun Jan 21, 2018 8:57 pm (31783)


SquareSoft's unusual CD format - Xenogears, Dewprism/Threads of Fate, Chrono Cross

So, I spent two days trying to figure out this strange CD format that two development teams at SquareSoft came up with during the PS1 era(see the script header for more details). Basically what goes right after the ISO9660 "TOC" part(yes, this is that one TOC you actually see on some ISO programs if you open any of these games with these programs) is the game's own "TOC". The structure between these aforementioned games were so different I had to come up with different methods of handling the whole disc out of one of those games until I could find one method that actually worked.

Just to give you an example, there's a method of guessing which "TOC type" does this disc of the game belong to(or rather the game itself). Right now there's only two "TOC types", the former which is for Xenogears, and the latter which is for Dewprism/Threads of Fate and Chrono Cross. The script actually ends there if it detects neither type.

Anyway, after the script has done "detecting" one of those "TOC types", it goes through what I refer to as the "extraction phase". Said "phase" consists of doing sanity checks to make sure only the "STR-ish" files get extracted as "raw files" while the rest of the files gets to be extracted through way of decompressing every CD sector within it.

After all this, the files are actually on the process of being extracted. How long does it take though, that depends solely on if the disk is close to weighing at least 700MB , and how "strong" your PC is when it comes to the entire extraction process. That's about it I guess.

As of now, I only tested this script on Redump's PS1 releases, offered through the .cue/.bin format. This script will throw off an error when you execute this one on any other format than that. Hit me up if that does happen on your end.

squaresoft_cd.bms

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zhichuner, posted Mon Jan 22, 2018 11:54 am (31797)


AnonBaiter,vgm supprted sxd atrac9 now,thanks
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AnonBaiter, posted Sat Feb 03, 2018 3:29 am (32136)


Final Fantasy XV - *.earc(CRAF)

This script was made with this "benchmark app" of "Final Fantasy XV Windows Edition" as a base. No "endian-guessing" support for now.

In case you get ridiculous names when you make a separate folder for the extracted ".earc" file through this script, make sure to always extract the files on either the "datas" folder, or on a separate folder of its own.

However, if you think that extracting just one ".earc" archive like this isn't enough, you might want to go further. In that case, execute quickbms through way of command-line, use the script on ALL ".earc" files(if any), and then extract all these files with the script you just plan on using in either of these folders. Here's an example:
Code:
quickbms.exe E:\SQUARE_ENIX\ffxv_earc.bms "E:\SQUARE_ENIX\WINDOWS\FINAL_FANTASY_XV\BENCHMARK\datas\*.earc" "E:\SQUARE_ENIX\WINDOWS\FINAL_FANTASY_XV\BENCHMARK\datas2"

ffxv_earc.bms

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wet-band-aid, posted Fri Feb 16, 2018 8:04 am (32491)


Heyo! Curious if you know of a way to recompile the files into the .earc archive
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AnonBaiter, posted Fri Feb 16, 2018 12:57 pm (32505)


not as i know of
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Sundownsyndrome, posted Tue Mar 06, 2018 11:55 pm (32928)


Hi, popping in here in light of the release of the game. I tried running it on those files, but they didn't work whatsoever. Trying to came out with this error:

Image

Tried it on several different earc files as well. No luck for any of them. I checked other earcs from other folks as well, and they all had the same deal. Attached here is Noctis' earc for his model. I quickly took a glance at the hexes and I think nearly everything is identical to the demo earc files save for a few lines. If you need more samples, let me know. Thank you for your efforts.
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AnonBaiter, posted Wed Mar 07, 2018 4:19 pm (32944)


whoops, turns out there's an "encryption" flag i have never heard of by offset 0x7(it goes by the byte 0x80). this is why you see shit like this.
you can bring up some more .earc files if you wish, and yes that includes not only these said files from actual release but from the "PLAYABLE DEMO" version of the game as well.

and if possible, do bring up the .exe from that "PLAYABLE DEMO" thing. i heard from some forums that the actual PC release of the game contains Denuvo protection.
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ssringo, posted Thu Mar 08, 2018 4:13 am (32968)


I don't have the demo anymore so I can't help there. What I can do is upload a few randomly selected samples from the full game if that helps. I can upload more from the full game if needed but the exe is too big for my poop upload speed (250 MB).

http://www.mediafire.com/file/8nl844bmhm6fjb4/FF15.rar

If they Denuvo'd up their game files and not just their exe I believe there's going to be a lot of pissed modders.
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AnonBaiter, posted Thu Mar 08, 2018 2:40 pm (32976)


ssringo wrote:
If they Denuvo'd up their game files and not just their exe I believe there's going to be a lot of pissed modders.
we're giving Square Enix one too many ideas by this point lol
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wet-band-aid, posted Thu Mar 08, 2018 6:36 pm (32984)


Is it still gonna be possible to open the earc files at some point soon or would it require more than just some retooling? We had some small fully functioning mods for the demos and I had hoped that Square wouldn't reformat anything

(also if you need any .earc files from the playable demo, i think I have a few backed up)
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bnnm, posted Tue Apr 10, 2018 5:54 pm (33955)


Your scimitar.bms worked nicely for Assassin's Creed 1. But some extracted files are compressed, and while assassin_creed2.bms seems to work, I see you mention scimitar_compressed.bms. I can't find it though, could you upload it?
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AnonBaiter, posted Thu Apr 12, 2018 10:38 pm (34004)


ICO - *.DF files

this format is actually quite simple really...
in fact, there are about two archive formats with the same extension used in the game so this script has got you covered.

ico_df.bms

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AnonBaiter, posted Sat Apr 14, 2018 3:05 pm (34036)


Gacha Mecha Stadium Saru Battle/Ape Escape: Pumped & Primed - dskimg[.inf/.bin]
Saru! Get You! Million Monkeys - data0.bin/data1.bin, data2.bin/data3.bin


as these archive formats tend to store gzip-compressed files most of the time, this script tries its best to decompress them all.
apart from that you get hashed filenames. enjoy!

dskimg_inf_bin.bms

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AnonBaiter, posted Sat Apr 14, 2018 3:37 pm (34042)


Pipo Saru 2001 - PANTS.PAC

apparently the structure of the archive format itself uses a line to refer to the actual file itself. here's an example:
Code:
CrowdServer/RuntimeDatabase/textures/sunset4.bmp,236507136,3128
in other words, the TOC is a literal .txt file.

pants_pac.bms

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AnonBaiter, posted Sun Apr 15, 2018 4:10 pm (34068)


LEVEL-5(PS2) - *.MVI

this .mvi format was only used on Dragon Quest VIII and Rogue Galaxy, although it's basically an .pss file at its very core. based on what i researched out of this format, this one uses an static encryption key with "xor" as its encryption algorithm.

although it was only intended for .mvi file decryption, it can also be used to encrypt .pss files into its target format.

level5_mvi.bms

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AnonBaiter, posted Sun Apr 15, 2018 5:27 pm (34071)


Siren 2/Forbidden Siren 2 - SPK.ROM/ROM.###

this format as used in the second Siren game is actually much simpler compared to the first Siren game. the format itself is built around SPK.ROM, much like how the archive format as used in the first Siren game was built around siren.tbl.

the ROM.### archives themselves weren't split into a fixed size anymore(which meant that one file could not be stored in the middle of a split archive anymore, now it has to be stored in its entirety within that archive file as well), and the referenced offset values (as seen in SPK.ROM) were accommodated for each split archive part rather than encompassing the whole archive like those all siren.### archives. there were even "name locations" for these said archives for each file as well.

siren_2.bms

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AnonBaiter, posted Wed Apr 18, 2018 3:17 am (34115)


Siren/Forbidden Siren - siren.tbl/siren.###

the first Siren game used a rather simple structure for a .tbl file; you have the usual "offset/size/name location" values and the accompanying filename itself which was located in said "name location" value as indicated for each file.

however, the siren.### archives themselves were an entirely different matter. basically they were the result of a "fixed size" splitting method whose size was about 512MB, and as a result only the last splitted part of the archive had inferior size than that. not helping matters is the fact that the offset value itself references said offset of a file as if these archives were a single entity. as a consequence of this, i had to improvise my quickBMS skills so the files stored in that archive could be extracted without any problems whatsoever.

UPDATE(10/07/2018): this script will now not cause any more crashes with quickbms.exe. this means that the "file-extraction-in-the-middle-of-splitted-archive" part has now been improved.

siren.bms

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TSelman61, posted Fri Apr 20, 2018 11:10 am (34153)


Nice job...
but not enough. because the files are still not enough to import. in other words, it is still not about raw. or exported files need to be re-extract.
for example: viewtopic.php?f=9&t=7424 but you've already seen it. :-)

Could you do something about it? or is there someone you can recommend?
Thank you in advance.
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AnonBaiter, posted Fri Apr 20, 2018 1:14 pm (34155)


for now, i'm not too interested about it. sorry.
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