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J-Stars VS PAK extracting

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niconeko1, posted Tue Apr 14, 2015 1:31 pm (4517)


Welcome Zenhax. I tried your QuickBMS software to extract CPK files, and it succeed, but sadly, when I want to extract .pak files from PS3 game j-stars vs by Bandai Namco. And It failed, I've tried :

A.I.M Racing .pak script - Failed ( 0 files found in 0 seconds )
Another world .pak script - Failed ( 0 files found in 0 seconds )
Artogon Games .pak script - Failed ( ( 0 files found in 0 seconds )
Battleforge .pak script - Failed ( 0 files found in 0 seconds )
Bus Simulator .pak script - Failed ( 0 files found in 0 seconds )
Blur .pak script - Failed ( 0 files found in 0 seconds )
C4 .pak script - Failed ( 0 files found in 0 seconds )
Cakemania .pak script - Failed ( 0 files found in 0 seconds )
Citiesxl.pak script - Failed ( 0 files found in 0 seconds )

There are more pak files, but i don't feel like if anyone of them will work... So please help. There's a sample pak files below the post. Please take a look.
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aluigi, posted Tue Apr 14, 2015 9:16 pm (4523)


Basically it's a STPK archive compressed as STPZ in chunks ($CL0) of max 0x3c00 bytes.
The only problem at the moment is the compression algorithm used for compressing these chunks because, after a scanning, the only algorithm similar to the original one is 230 (COMPRLIB_RLE3) but it's not the correct one.

The following is a work-in-progress just for study, the final uncompressed size doesn't match because the algorithm is wrong:
Code:
# WORK-IN-PROGRESS
# DO NOT USE IT

comtype COMPRLIB_RLE3

endian big
idstring "STPZ"
get DUMMY long
get CHUNKS long
get OFFSET long
idstring "$CMP"
get ZSIZE long
get ZERO long
get ZERO long
get SIZE long
get ZSIZE long
get ZERO long
get DUMMY long

putvarchr MEMORY_FILE SIZE 0
log MEMORY_FILE 0 0
append
for MEM_SIZE = 0 < SIZE
    #idstring "$CL0"
    getdstring SIGN 4
    if SIGN != "$CL0"
        break
    endif
    get CHUNK_SIZE long
    get CHUNK_ZSIZE long
    get ZERO long
    savepos CHUNK_OFFSET
    math CHUNK_ZSIZE - 0x10
    clog MEMORY_FILE CHUNK_OFFSET CHUNK_ZSIZE CHUNK_SIZE
    math CHUNK_OFFSET CHUNK_ZSIZE
    goto CHUNK_OFFSET
    get MEM_SIZE asize MEMORY_FILE
next i
append

get NAME basename
string NAME ".stpk"
log NAME 0 MEM_SIZE MEMORY_FILE
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chrrox, posted Thu Dec 22, 2016 10:48 am (19723)


Here is a compressed and decompressed file to look at for these file types.
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aluigi, posted Thu Mar 09, 2017 11:05 pm (21334)


The algorithm will be available in the upcoming quickbms 0.7.8 with the name DRV3_SRD.
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chrrox, posted Sun Mar 12, 2017 3:02 pm (21429)


I tried new version and I get a crash

Code:
  offset   filesize   filename
--------------------------------------
  00000030 15360      NAME

-------------------
*EXCEPTION HANDLER*
-------------------
An error or crash occurred:

*EH* ExceptionCode      80000001 guard page violation
*EH* ExceptionFlags     00000000
*EH* ExceptionAddress   00f9bd13
                        00F70000 0002bd13 quickbms.exe
*EH* NumberParameters   00000002
*EH*                    00000000
*EH*                    0d6a1ff0

Last script line before the error or that produced the error:
  6   clog NAME 0x30 0x2514 0x3C00


comtype DRV3_SRD

clog NAME 0x30 0x2514 0x3C00
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aluigi, posted Sun Mar 12, 2017 4:54 pm (21432)


Try this example:
Code:
comtype DRV3_SRD
get ZSIZE asize
xmath SIZE "ZSIZE * 10"
clog "dump.dat" 0 ZSIZE SIZE
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chrrox, posted Sun Mar 12, 2017 5:06 pm (21433)


That seems to work correctly :)
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hora, posted Wed Mar 29, 2017 9:27 am (21822)


:!:
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Vitor, posted Fri May 26, 2017 1:28 am (23530)


Is it possible to unpack J stars archives?
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hora, posted Tue May 30, 2017 6:29 pm (23661)


:geek:
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josou_kitsune, posted Thu Sep 28, 2017 8:01 pm (26905)


aluigi wrote:
The algorithm will be available in the upcoming quickbms 0.7.8 with the name DRV3_SRD.

I look for it but it doesn't show up, did something happen? I really would like this game's files
Sorry if this is bothersome
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MarioSonicU, posted Fri Mar 02, 2018 5:25 am (32817)


Is anyone going to work on a solution to extract the .pak and convert the STPK to a usable format?
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MarioSonicU, posted Sat Mar 03, 2018 3:21 am (32846)


Has anyone tried the .pak files from the Vita version of this game
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MarioSonicU, posted Sat Aug 25, 2018 2:20 pm (37845)


aluigi wrote:
The script for decompressing the scz $CMP files:
http://aluigi.org/bms/cmp_scz.bms

Thank you. When I use the script, I get .kpt files. Any tools to convet these to Usable formats?

(The files are from the PS4 Version)
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ZukuUzu, posted Tue Sep 11, 2018 6:02 pm (38256)


MarioSonicU wrote:
aluigi wrote:
The script for decompressing the scz $CMP files:
http://aluigi.org/bms/cmp_scz.bms

Thank you. When I use the script, I get .kpt files. Any tools to convet these to Usable formats?

(The files are from the PS4 Version)


was a way to open these found?
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Reddot, posted Tue Sep 18, 2018 8:10 pm (38594)


I used thecmp_scz.bms and it converted the .pack files to .kpt
However I'm unable to convert these into mesh formats.
Is there a way to do this?
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TheJuliodroids, posted Sun Dec 30, 2018 1:20 am (41706)


This is a .pak file that I wanted to extract so it is fragmented although I'm not sure, but I tried to extract it with the .bms JstarVictory .pak and it gave me an error, if you could please help me

[img] As I saw it is fragmented in 0DCS and 0LCS but others I have no idea, try to extract it with the .bms Jstar victory .pak but it gave me an error.

If you could help me please

Image

please help :shock: :| :lol:
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josou_kitsune, posted Wed Feb 06, 2019 8:32 pm (43226)


So I used the script on Luffy's files "_i.pak", "_m.pak" and "_v.pak" from "./character/model" dir and got some .stp from i and m, v outputs an error, looks like the i file is the model and m is for the textures.

Code:
  offset   filesize   filename
--------------------------------------
  00000000 4064896    character_model_000_v.dat

-------------------
*EXCEPTION HANDLER*
-------------------
An error or crash occurred:

*EH* ExceptionCode      80000001 guard page violation
*EH* ExceptionFlags     00000000
*EH* ExceptionAddress   00151FB3
                        00120000 00031fb3 quickbms.exe
*EH* NumberParameters   00000002
*EH*                    00000000
*EH*                    08B51FAA

Last script line before the error or that produced the error:
  31  clog NAME OFFSET ZSIZE SIZE
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