Hello! I was wondering if anyone could help me unpack these BDP and CMP files for modding purposes.
Download: https://mega.nz/#!zcxGgAhC!a4WN5Ogu-_Ow ... Tik8rxizMU
These files are from the PS2 version of Godzilla Save The Earth.
Any help is greatly appreciated!
Godzilla Save The Earth (PS2) *.CMP *.BDP
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- Posts: 18
- Joined: Wed Aug 12, 2015 11:26 pm
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- Posts: 18
- Joined: Wed Aug 12, 2015 11:26 pm
Re: Godzilla Save The Earth (PS2) *.CMP *.BDP
Any help would be appreciated!
I found out that Pipeworks used the same Spigot engine to create a Monopoly game for the PSP, however, it appears to be a different version from Godzilla Save The Earth. Here's the script, just in case it could be of any help in extracting these files: http://aluigi.altervista.org/papers/bms ... ly_bds.bms
I've been inspecting the files from Godzilla Save The Earth and, keep in mind I suck at scripting/inspecting file formats, I found that the bytes at offset 0x64 always direct to the end of all the files. Yeah, I suck at explaining this stuff, but these pictures should illustrate want I mean:
http://i.imgur.com/Cq8QDCm.png
http://i.imgur.com/U2O6hut.png
http://i.imgur.com/k1TKZ2s.png
http://i.imgur.com/L18jCcs.png
http://i.imgur.com/xwVvQUi.png
For example, the bytes "40" and "5a" appear at 0x64, typing them in backwards lead me to the end of the files:
http://i.imgur.com/LQoGe27.png
I *think* this could be useful for file extraction but I'm not at all experienced with BMS scripting so this is just a assumption.
Thanks in advance to anyone who can help me out!
I found out that Pipeworks used the same Spigot engine to create a Monopoly game for the PSP, however, it appears to be a different version from Godzilla Save The Earth. Here's the script, just in case it could be of any help in extracting these files: http://aluigi.altervista.org/papers/bms ... ly_bds.bms
I've been inspecting the files from Godzilla Save The Earth and, keep in mind I suck at scripting/inspecting file formats, I found that the bytes at offset 0x64 always direct to the end of all the files. Yeah, I suck at explaining this stuff, but these pictures should illustrate want I mean:
http://i.imgur.com/Cq8QDCm.png
http://i.imgur.com/U2O6hut.png
http://i.imgur.com/k1TKZ2s.png
http://i.imgur.com/L18jCcs.png
http://i.imgur.com/xwVvQUi.png
For example, the bytes "40" and "5a" appear at 0x64, typing them in backwards lead me to the end of the files:
http://i.imgur.com/LQoGe27.png
I *think* this could be useful for file extraction but I'm not at all experienced with BMS scripting so this is just a assumption.
Thanks in advance to anyone who can help me out!
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- Posts: 1383
- Joined: Sat Aug 09, 2014 2:34 pm
Re: Godzilla Save The Earth (PS2) *.CMP *.BDP
Well i quick looked it:
*.CMP - inside i see lines like
and i'm sure it's mesh file.
*.BDP - strange format - looks like generic storage.
*.CMP - inside i see lines like
Code: Select all
000Bip01 Lower L Leg01
000Bip01 L Wing_01
000Bip01 L Wing_02
and i'm sure it's mesh file.
*.BDP - strange format - looks like generic storage.
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- Posts: 18
- Joined: Wed Aug 12, 2015 11:26 pm
Re: Godzilla Save The Earth (PS2) *.CMP *.BDP
Ekey wrote:Well i quick looked it:
*.CMP - inside i see lines likeCode: Select all
000Bip01 Lower L Leg01
000Bip01 L Wing_01
000Bip01 L Wing_02
and i'm sure it's mesh file.
*.BDP - strange format - looks like generic storage.
You might be right about the CMP files. However, there appears to be .edf files and .pwk files contained inside of the CMP files, for example, Anguirus.cmp contains stuff like 000freeze_exit.edf and 000ANGUIRUS_G2_MESH.PWK.
In the previous game, Godzilla Destroy All Monsters Melee, the PWK files refer to the mesh and the skeleton, for example:
Code: Select all
[anguirus0]
BEGIN_PROP_TABLE
FILE "Anguirus_0"
COLOR "2,98,204,255"
TEXT "Anguirustext"
BUNDLE "anguirusMS_0.bdg"
SKELETON "anguirus_skeleton.pwk"
MESH "anguirus_mesh.pwk"
// Positions for player X in each of the 4 configurations
// Position Rotate Mirror Lights ZFade Text Indicator
POS1 "(-15,-42,145) (0,210,0) 0 LSM0 (-10.0,35.0) (280.0,280.0,0.90) (280.0,255,0.75)"
POS2 "(-45,-45,130) (0,225,0) 0 LSM1 (-25.0,45.0) (140.0,280.0,0.90) (140.0,255,0.75)"
POS3 "(-60,-40,160) (0,220,0) 0 LSM2 (-25.0,40.0) (120.0,285.0,0.75) (120.0,260,0.70)"
POS4 "(-65,-45,160) (0,220,0) 0 LSM3 (-25.0,45.0) (100.0,285.0,0.60) (100.0,265,0.65)"
MICRO_FILE "MicroAnguirus_0"
START_LOC_SET 0
END_PROP_TABLE
Godzilla Destroy All Monsters Melee stores the files in a very similar way to this game, except in CMG and BDG files instead.
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- Posts: 18
- Joined: Wed Aug 12, 2015 11:26 pm
Re: Godzilla Save The Earth (PS2) *.CMP *.BDP
Would it be possible to modify this BMS script:
to make it extract these BDP/CMP files? I think the VOL file is a similar format to the BDP/CMP files.
Code: Select all
# extracts the GODZILLA.VOL from Godzilla: Save the Earth (PS2)
#
# written by AlphaTwentyThree of Zenhax
#
# script for QuickBMS http://quickbms.aluigi.org
idstring "PVOL"
get UNK long
get FILES long
get DATASTART long
xmath NAMEOFF "(0xc * FILES) + (4 * FILES) + 20"
for i = 0 < FILES
get OFFSET long
get SIZE long
get FID long
savepos MYOFF
goto NAMEOFF
get NAME string
savepos NAMEOFF
goto MYOFF
log NAME OFFSET SIZE
next i
to make it extract these BDP/CMP files? I think the VOL file is a similar format to the BDP/CMP files.
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- Posts: 18
- Joined: Wed Aug 12, 2015 11:26 pm
Re: Godzilla Save The Earth (PS2) *.CMP *.BDP
What would I need to know about these files in order to create my own BMS script to extract these files? I'm interested in trying to create my own script to extract these files, but I have no clue where I should begin.