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Help me with Formatting .Archive & .Fbmod FIFA 18

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MITA996, posted Sat Aug 31, 2019 11:41 am (50525)


aluigi wrote:
You do NOT have to delete your posts!

Script updated to version 0.3:
http://aluigi.org/bms/fifa18_fbmod.bms

I think the exctration don't work properly. I can't open any dump file neither with texture finder or raw texture preview
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aluigi, posted Fri Sep 27, 2019 12:29 pm (50978)


Do you have new sample files to test so I can verify if there is any problem?
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CosmicDreams, posted Mon Sep 30, 2019 1:54 pm (51202)


https://cdn.discordapp.com/attachments/419711036837330956/628227124578222110/scarifmenumus.fbmod
Here's another one of my own mods.
https://www.nexusmods.com/starwarsbattlefront22017
Any of the newer mods from here also work as samples.

Chunk's come out as .IMG files for some reason and anything else comes as .DAT
The files also appear to still be compressed or something as well because the IMG file in the fbmod i linked is meant to be an audio chunk playable in vgmstream if you change the ext to .sps
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aluigi, posted Mon Sep 30, 2019 6:08 pm (51229)


It's very simple.
Some files are compressed, others aren't.
There is no field saying if a file is compressed or not, probably because it depends by the filename and filenames aren't available.

Everything is perfect and the script 0.3.1 has the code for doing the job but it's commented otherwise it will not work.
It's up to you.
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CosmicDreams, posted Mon Sep 30, 2019 7:11 pm (51230)


There is actually file names.
Image
The one highlighted here is the DAT file that gets extracted.

The IMG is a bit further down at 0x2C0(It's a chunk GUID)

The format was updated to merge the fbmod and archive files together and i think the script currently looks for archive index things found only on the older version of the format that still used the .archive companion file.

Before each file name i noticed two bytes
The first file(the highlighted one) had 00 and 00 while the second one(the chunk) had 03 and 01
The second byte is definitely a id or something because the number increments with each file in the fbmod(i checked another one with a lot more files edited)

EDIT: After looking a bit more the first byte may be related to compression.
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aluigi, posted Tue Oct 01, 2019 12:09 am (51235)


Eh no, there are no information about that and there is only a path, no filenames.

I spent some time figuring out some fields but the ZERO at line 48 is the last field in common with the 2 samples I analyzed.
The following is the updated script (FROSTY ONLY!) for anyone who wants to continue the analysis (use quickbms -V):
Code:
# FIFA 18 fbmod (script 0.3.1 ANALYSIS WIP!)
# script for QuickBMS http://quickbms.aluigi.org

get EXT extension
if EXT != "fbmod"
    print "Error: you must select the FBMOD file"
    cleanexit
endif

get DUMMY long  # 0x0183dc82

math DATA_FILE = 0

if DUMMY == 0x534f5246
    goto 0
    idstring "FROSTY"
    get ZERO byte
    get ONE byte
    get ONE long
    get OFFSET longlong
    get FILES long
    get NAMESZ byte
    getdstring NAME NAMESZ
    get DUMMY long
    for x = 0 < 5
        get NAME string
    next x
    get NUM long
    for x = 0 < 6
        get TYPE byte
        get ID long
        if TYPE == 0
            if ID != 0xffffffff
                get NAME string
                getdstring ZERO 0x14
                getdstring DUMMY 0x15
            endif
        else
            get NAME string
            getdstring DUMMY 0x20
        endif
    next x
    get ZERO byte
    get NUM long
    for x = 0 < NUM
        getdstring DUMMY 4
    next x
    get ZERO long
    goto OFFSET
    xmath BASE_OFF "OFFSET (FILES * (8 8))"
    for i = 0 < FILES
        get OFFSET longlong
        get SIZE longlong
        math OFFSET BASE_OFF
        log "" OFFSET SIZE

        /*
        savepos TMP
        goto OFFSET
        callfunction DUMP 1
        goto TMP
        */
    next i
    cleanexit
endif
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CosmicDreams, posted Wed Oct 02, 2019 10:44 pm (51299)


The part of the path at the end is the file name. There's no extensions used in the files so it still looks like just a path.
Aside from that, dunno what else to say.
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MITA996, posted Fri Jan 17, 2020 2:06 pm (53301)


aluigi wrote:
It's very simple.
Some files are compressed, others aren't.
There is no field saying if a file is compressed or not, probably because it depends by the filename and filenames aren't available.

Everything is perfect and the script 0.3.1 has the code for doing the job but it's commented otherwise it will not work.
It's up to you.

delete post
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MITA996, posted Wed Mar 25, 2020 1:07 pm (55073)


aluigi wrote:
It's very simple.
Some files are compressed, others aren't.
There is no field saying if a file is compressed or not, probably because it depends by the filename and filenames aren't available.

Everything is perfect and the script 0.3.1 has the code for doing the job but it's commented otherwise it will not work.
It's up to you.

Master, can you see the message that I wrote, moment ago :D
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aluigi, posted Thu Mar 26, 2020 12:26 pm (55123)


@MITA996
Your previous message was "delete post".
As far as I can see (since I can't remember this topic), that script was experimental so I don't think I can provide any help or update.
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MITA996, posted Thu Mar 26, 2020 5:00 pm (55147)


aluigi wrote:
@MITA996
Your previous message was "delete post".
As far as I can see (since I can't remember this topic), that script was experimental so I don't think I can provide any help or update.

I thought you've never asnwer xd. Well, can you try modify script, that made Bigchillghost, the credits go to him, it won't extract fifa20 update fbmod, can you take a look, stay stafe mate :D
All samples in the link, also with the script: https://www.mediafire.com/file/hbvg640r ... e.rar/file
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aluigi, posted Thu Mar 26, 2020 5:44 pm (55152)


Currently I'm a bit busy with the older topics.
It would take some time and effort to understand how to fix that script.
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MITA996, posted Thu Mar 26, 2020 6:15 pm (55153)


aluigi wrote:
Currently I'm a bit busy with the older topics.
It would take some time and effort to understand how to fix that script.

Okay master, looking forward to it. take care and all the best in this tough times. p.s. the formats are in t20, so it can be seen in noesis :D
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aluigi, posted Thu Mar 26, 2020 9:04 pm (55168)


Script 0.4:
http://aluigi.org/bms/fifa18_fbmod.bms

Yeah I decided to work on my old script which is now very complete and supports both versions 1.1 and 1.3 of FROSTY archives.
Some archives have duplicate files, just select 'r' for automatically renaming there.
Let me know how it works.
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MITA996, posted Thu Mar 26, 2020 10:01 pm (55171)


aluigi wrote:
Script 0.4:
http://aluigi.org/bms/fifa18_fbmod.bms

Yeah I decided to work on my old script which is now very complete and supports both versions 1.1 and 1.3 of FROSTY archives.
Some archives have duplicate files, just select 'r' for automatically renaming there.
Let me know how it works.

Thanks for the reply, export works great, but files can be seen with noesis, it said: error such file no exist. I tried to open with some dump with raw texture cooker and It worked, thanks master!
Also is it possible to find model files, perhaps hair or head, it should be fbx or in obj format?
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aluigi, posted Fri Mar 27, 2020 9:03 am (55195)


During my tests I tried to use the "file extension guessing" feature of quickbms but all the output files were ".dat" (except for the png of Icon and Screenshot).
I don't know what's the MAGIC value for fbx/obj but if someone can provide more info I will be happy to add these extensions to the script.
I also suggest you to use a hex editor to give a quick look at the content of the extracted files and maybe have an idea of their formats.
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jahfooty82, posted Wed May 06, 2020 1:40 pm (56579)


aluigi wrote:
During my tests I tried to use the "file extension guessing" feature of quickbms but all the output files were ".dat" (except for the png of Icon and Screenshot).
I don't know what's the MAGIC value for fbx/obj but if someone can provide more info I will be happy to add these extensions to the script.
I also suggest you to use a hex editor to give a quick look at the content of the extracted files and maybe have an idea of their formats.

. so wouldn't it be a matter of comparing the hex values of an original fbx/obj file to the dat files produced by quickbms to give you an idea of what the magic values need to be for the app to output the correct file extension for an fbx file? Attached is an fbx head file. I took a look in HxD but not sure what I'm looking at. I see the header obviously, but not sure about anything else after that. Hopefully this helps clarify things a bit.
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jahfooty82, posted Sat May 09, 2020 10:39 pm (56630)


aluigi wrote:
During my tests I tried to use the "file extension guessing" feature of quickbms but all the output files were ".dat" (except for the png of Icon and Screenshot).
I don't know what's the MAGIC value for fbx/obj but if someone can provide more info I will be happy to add these extensions to the script.
I also suggest you to use a hex editor to give a quick look at the content of the extracted files and maybe have an idea of their formats.

Hello aluigi. Please see my message above. Has any progress been made with the quickbms recently? Please look into it when you have some free time. It would be huge if it could recognize fbx files. Thanks for your attention and stay safe.
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MITA996, posted Tue Jul 14, 2020 7:20 pm (57585)


aluigi wrote:
During my tests I tried to use the "file extension guessing" feature of quickbms but all the output files were ".dat" (except for the png of Icon and Screenshot).
I don't know what's the MAGIC value for fbx/obj but if someone can provide more info I will be happy to add these extensions to the script.
I also suggest you to use a hex editor to give a quick look at the content of the extracted files and maybe have an idea of their formats.

This fbmod can't be extracted, can you update the script, master, stay safe! Here is simple for it:
https://mega.nz/file/86xHXapb#NEl4zr7m9 ... ShQc5WBPbo
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MITA996, posted Mon Jul 20, 2020 8:34 am (57671)


Acewell wrote:
the .fbmod and .archive files are not related to any particular game i think,
but are game mod files created by "Frosty Tool Suite" for Frostbite games. :)
https://frostytoolsuitedev.gitlab.io/

Mate, can you update this script to work, I have sample that can be seen in noesis. I hope you are doing great, here is a sample
https://mega.nz/file/86xHXapb#NEl4zr7m9 ... ShQc5WBPbo
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aluigi, posted Tue Oct 20, 2020 7:37 am (59613)


Code:
- 23 files (86 logs) found in 6 seconds
  coverage file 0   100%   6794350    6790298    . offset 00000ced
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Mishuk598, posted Tue Oct 20, 2020 2:58 pm (59622)


aluigi wrote:
Code:
- 23 files (86 logs) found in 6 seconds
  coverage file 0   100%   6794350    6790298    . offset 00000ced

How can i use this? It gives error when i try to extract the .fbmod file.
Image
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