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SpiderMan PSX/PC Thanks ! @Acewell

Featured Replies

  • Author
  • Localization

Tgames, posted Mon Apr 08, 2019 8:13 pm (46680)


Hi !

The Script from Acewell works perfectly (with normal BMS not 4GB BMS) on the PC version of Spider-Man and extract indeed everything.
For all .PKR (V3) files !
Thanks a lot !

@Acewell, do you have a full script also for the PS1 version of Spider Man ?
To extract each voices from COMPILED.XA and files from CD.WAD ?
For @Acewell : https://we.tl/t-iLerGIgo37

It's for import all french voices and texts from the Playstation 1 version to the PC Version.
The PC version was english only.

Code:
idstring "PKR3"
get INFO_OFF long
goto INFO_OFF
get UKN long
get NUM_FOLDERS long
get TOTAL_FILES long
savepos FOLDERSTART
math TMP = NUM_FOLDERS
math TMP * 40
math TMP FOLDERSTART
for i = 0 < NUM_FOLDERS
    goto FOLDERSTART
    getdstring FOLDERNAME 0x20
    get TPF long
    get FILES long
    savepos FOLDERSTART
    goto TMP
    for j = 0 < FILES
        getdstring FNAME 0x20
        get UKN2 long
        get FLAG long
        get OFFSET long
        get SIZE long
        get ZSIZE long
        string NAME p "%s%s" FOLDERNAME FNAME
        if FLAG < 2
            log NAME OFFSET ZSIZE
        else
            clog NAME OFFSET ZSIZE SIZE
        endif
    next j
    savepos TMP
next i


https://we.tl/t-iLerGIgo37
  • Author
  • Localization

Acewell, posted Tue Apr 09, 2019 4:51 am (46687)


Tgames wrote:
@Acewell, do you have a full script also for the PS1 version of Spider Man ?
To extract each voices from COMPILED.XA and files from CD.WAD ?

why you calling me out? :)
no, i have no script for PS1 version of Spiderman, need samples.
and i don't know much about audio formats so i can't help with your xa and wad sample.


Tgames wrote:
The Script from Acewell works perfectly (with normal BMS not 4GB BMS)...

hmm interesting, i don't think 64 bit was even a thing at the time of this game release. :)
  • Author
  • Localization

aluigi, posted Tue Apr 09, 2019 8:04 am (46690)


quickbms_4gb_files compatibility:
get FLAG long -> get FLAG signed_long
  • Author
  • Localization

Acewell, posted Tue Apr 09, 2019 7:23 pm (46722)


aluigi wrote:
quickbms_4gb_files compatibility:
get FLAG long -> get FLAG signed_long

how on earth am i supposed to know when to use that? :)
do i now have to go digging through all past scripts to make that change
for those who use 4gb instead of normal exe?
i am almost certain now that this is the reason some people are reporting errors on
scripts that work perfectly before being posted. :lol:

can you add a command option for specific QuickBMS exe check to be used at the start
of script, maybe something like this for for when 4g exe is needed?
QuickBMSver 0.9.2 4gb
  • Author
  • Localization

aluigi, posted Tue Apr 09, 2019 9:31 pm (46733)


ah no, I posted that fix for Tgames.

You used it correctly because quickbms.exe is ever the priority.

I will check if I can add that 4gb in quickbmsver, usually I use the following function when I need the user to use the 4gb version:
Code:
startfunction QUICKBMS_4GB_CHECK
    math TMP64 = 0x10000000
    math TMP64 * 16
    if TMP64 == 0
        print "you must use quickbms_4gb_files.exe with big archives"
        cleanexit
    endif
endfunction
  • Author
  • Localization

aluigi, posted Tue Apr 09, 2019 9:36 pm (46734)


Ah, I checked the manual and quickbmsver already supports the 64bit check:
Code:
                  -64 checks if the user is running quickbms_4gb_files.exe
maybe I will add a -32 check too now.
  • Author
  • Localization

Acewell, posted Tue Apr 09, 2019 11:32 pm (46736)


aluigi wrote:
I checked the manual and quickbmsver already supports the 64bit check:

ah yes, i overlooked that because i saw "QuickBMSver VERSION" and
moved on because i instantly thought no more options could be added. :oops:

aluigi wrote:
maybe I will add a -32 check too now.

that would be useful, i will add it to all my scripts because i use
32bit exe 99.999% of the time anyway. :D
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