Game Archive Help Thread by bxaimc at 9:02 AM EDT on June 30, 2011
In order to prevent the creation of space-wasting threads for one game archive and then disappearing in to the abyss of other now useless game archive questions, why not just ask over here so life could be easier for us to find these questions instead of leaving them unanswered due to being lost.
OK, it's been answered probably, sorry in advance... What tool to use to extract sound files from Ubisoft's .pck archive present in Assassin's Creed games? I understand ww2ogg can be used afterwards, I can manage that, but how to extract the damn sounds? Oh, please don't say hex editor or similar stuff, because I suck big time at those... Huge thanks!
SGB archive with SGH header file but vgmstream can't play them or the SGD file included.
EDIT: Mplayer can convert them just fine. But there's quite a few files. Could anyone write up a batch that will convert any extension to .wav in Mplayer?
EDIT #2: Never mind, after some messing around I managed to write up a batch script.
for %%i in (*.ext) DO mplayer.exe -ao pcm "%%i" -ao pcm:file="%%i".wav
There are only 3 pck files I'm looking at right now (from pc version of AC2), and they are 233, 239 and 528 MB in size. I would upload say, the first, but my net is incredibly slow these days, so I can't do that... Anyway, thank you for replying and willing to help Polokus.
# script for QuickBMS http://aluigi.org/papers.htm#quickbms
Endian little
# Main header IDString "AKPK" Get HEADER_TOTAL_SIZE long
Get HEADER_UNK1 long If HEADER_UNK1 != 1 Print "Strange HEADER_UNK1 = %HEADER_UNK1%, may crash..." EndIf
Get HEADER_EXTRA_DATA_SIZE long Get SIZE_OF_BLOCK1 long Get SIZE_OF_BLOCK2 long
SavePos TEMP_POS Math TEMP_POS += HEADER_EXTRA_DATA_SIZE GoTo TEMP_POS
# Block 1 Set EXTRACT_BLOCK_BASE_PATH string "1" CallFunction EXTRACT_BLOCK
# Block 2 Set EXTRACT_BLOCK_BASE_PATH string "2" CallFunction EXTRACT_BLOCK
# Function to extract a block # Set EXTRACT_BLOCK_BASE_PATH to the path where the files should be extracted before calling StartFunction EXTRACT_BLOCK Get BLOCK_NUM_ENTRIES long
For I = 0 < BLOCK_NUM_ENTRIES # Read the file entry Get ENTRY_ID long Get ENTRY_BLOCK_SIZE long Get ENTRY_SIZE long Get ENTRY_UNK1 long If ENTRY_UNK1 != 0 Print "Strange ENTRY_UNK1 = %ENTRY_UNK1%, may crash..." EndIf Get ENTRY_OFFSET_IN_BLOCKS long Get ENTRY_UNK2 long If ENTRY_UNK2 != 0 If ENTRY_UNK2 != 1 Print "Strange ENTRY_UNK2 = %ENTRY_UNK2%, may crash..." EndIf EndIf
SGH/B can either be PCM, ADPCM, AC3, and ATRAC3 SGX is the conbined header+data version.
The posted SGB is ATRAC3 based on the codec id. Looks like lossless ATRAC3 too. interesting :D
I don't think the SGH header is necessary as well as the other junk in the file since it has a smpl chunk with the standard RIFF header so i guess it'd be ok to get rid of that since it plays file with the ATRAC3 decoder.
I ran the script and I got 5711 (!) files without extension of various sizes - from just a few kb to 15-20 MB... Here are two example files, can you look at them and see if anything else can be done (to convert/play them) if they are usable at all, that is:
http://sendspace.com/file/kbuwlq
If they are, is there some batch script or something, considering there are so many of them...
The file "9538169" is wwise Vorbis and can be decoded to a normal ogg vorbis file using ww2ogg. The Second file "-622988657" is a Wwise sound bank and it contains a wwise vorbis file. See the Riff Header in hex after the BKHD header, just cut the BKHD header away and it should be also decodable with ww2ogg. Hope this helped.
I took several files which begin with riff header, drag and drop on ww2ogg (0.11) and it always produces unplayable ogg of 1 kb, no matter if the original file was or 5 kb or 5 MB... It does the same for files with manually deleted BKHD header...
No you don't need, just put some files (the largest files with riff header for example) in the same directory as ww2ogg.exe and packed_codebooks.bin. Make sure you have the latest version of ww2ogg (version 0.11).
Don't use drag and drop for now, use ww2ogg in command line and with no options to see if you get an error: ww2ogg input.wav -o output.ogg.
It worked for me too with the 2 files you uploaded.
Well, I did copy packed_codebooks.bin into folder with extracted files and continued with drag & dropping to ww2ogg (so ww2ogg stays in its original folder and extracted files in their own), and it works!! No more 1 kb files. I see that isn't the best method, but again, it works, and that's all I care. Thank you very, very much people!
Music.vb2 file from the Castlevania Chronicles on PSX can be unpacked with the vb2rip tool from Neill Corlett. It can be found here. Thanks to him. Just drag and drop your file to vb2rip.exe or use it in command line.
I think it will be very useful to specify on which platforms are the other games.
If you want to split them as they are in the archive you have to use an Hex editor but I am not the best person to talk about that.
For the game archive Audio_DLC1.afc from Borderlands: The Zombie Island, use the WAV/RIFF scanner of Dragon UnPACKer and convert all extracted files with towav.
I have pdtext which manakoAT gave me a while back but the file I provided is not .pdt. (The pdt that comes with the game only contains the menu songs, story events and songs samples (when your choosing a song in free mode).
Its an .msm extension, and I bet the dance songs are in there. Any chance someone can help me with this? This game has never been ripped, which is a shame because the music is really good, (and I'm sure most of you guys know the songs).
From Dust | XBLA | Ubisoft by kenshiro at 10:55 AM EDT on August 11, 2011
Hi, I have a problem to convert these files from the game From Dust. Tried with towav with no success and xma_test returned me a parse error. Not sure if it's XMA. Thank you.