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Quickbms 3d frog frenzy
Quickbms 3d frog frenzy







quickbms 3d frog frenzy
  1. QUICKBMS 3D FROG FRENZY ARCHIVE
  2. QUICKBMS 3D FROG FRENZY FULL
  3. QUICKBMS 3D FROG FRENZY CODE

Now lets try extracting them create a folder in c:\temp called extracted This will list the the file contents and size or give you an error if your script is not correct. So now at the command prompt change to that directory and type Ok so now save the file we created as extract.bmsĪnd put Etc.pac extract.bms and quickbms.exe all in the same folder for wthis demo we will say c:\temp Now this is great but we want it to keep repeating the loop till there are no more files so we must add This says write the file name and fill it with the data starting at the variable OFFSET and a length of SIZE. Next you want it to write out the file and we do that with the log command in the following format So we will put that before our NSIZE variable because that is where the pattern starts. This means run the following commands until i = 0 and set i = FILES Whenever the pattern starts you want to begin a loop so it will keep cycling through it until there are no files left. So that means we found where the pattern in the header repeats and we identified all that we need to extract the files so now we can finish our script and our extractor. Well the last 2 bytes we had before a name was the name size lets see if it still holds true Lets see 0E 00so that means it translates into 00 0E or E Ok now we have 2 bytes then the next file name hmm that seems familiar This stores the 4 bytes in the variable SIZE Wow look at that I see TRUEVISION-XFILE that is a classic tga ending and we also end just before IMG0 which was the start of our first file So lets go to our offset 7C and then we will add in the length column 1070 Ok the next 4 bytes are 70 10 00 00 well that looks bigger so lets see if that is the size of out file so it will translate into 00 00 10 70 or 1070 This stores the 4 bytes as the variable OFFSET Hmm this looks good it looks like a file header IMG0 so we will write out line saying that is the start of the file You should look like this after clicking ok In HxD press ctrl +E and type in 7c for the start and end then click ok. Well we already know the name of the file so now to extract the file we need to know its size and location in the archive.ħC is not a very big number for the size of the file to lets see what happens if we go to offset 7C Ok now we have another 4 bytes after the name 7C 00 00 00 This is saying store a string "aka a word" in the variable NAME and its length is equal to the variable NSIZE.

quickbms 3d frog frenzy

Well next comes the name so to store that as a word in bms language we will write the next line This stores the 2 bytes in the variable NSIZE representing the length of the name We found the name length so we would write that as If we highlight the whole name of the file in out hex editor it shows us a length of C So that is 0C 00 well 2 bytes is know as a short.

quickbms 3d frog frenzy

Ok now we have 2 more bytes before the file name This stores the header size in the variable HEADERSZ

QUICKBMS 3D FROG FRENZY CODE

So I will write the next line of code for quickbms Ok the next 4 bytes 74 00 00 00 are not needed in order for quickbms to extract our files but it represents the total size of our header. This tells quickbms to read a long value "aka 4 bytes" and store it as the variable FILES. Well if we remember from earlier we saw 5 file names and our first 4 bytes of our file are equal to 5 so there is a good chance we just discovered where the file count is stored in this archive.ĭata is stored in groups of 4 bytes " a long" 2 bytes " a short" or 1 byte "a byte" so we have our first part of our script Would not be 5,000,000 but instead would be read as 00 00 00 05 or 5 Whenever you are working with archives for computer games 99% of the time you read the values in reverse so the above number So lets start looking at the other parts of the header in this file we will start with the first 4 bytes So just looking with out eyes we now know that there are at least 5 files in this bin file and after we extract them they will be placed in a folder called Etc. So if you look to the right you will notice some readable textĮtc\aura.tex, Etc\cursor.tex, Etc\mahoujin.tex, Etc\env2.tex, and Etc\kaze.tex. Ok so open the file up in your hex editor so you see what I have open here

QUICKBMS 3D FROG FRENZY FULL

Ok so you can download the full installer This game uses textures with wrong headers mainly dds and some tga and some kind of.

QUICKBMS 3D FROG FRENZY ARCHIVE

This is a great archive format for someone to learn bms scripting from. We will start with a game called FEZ (Fantasy Earth Zero) a calculator that supports hex like the one built into windows. I am going to start off easy then add more and more difficult archives so you can learn and write your own scripts.Ĥ. I am going to make a tutorial for using quickbms for extracting archives that are no extractors for.









Quickbms 3d frog frenzy