So the Transformers Human Alliance arcade game was finally dumped and I wanted to datamine it, but the majority (3GB!) of the game data is in 153 BNK files. They use a unique header (most likely its own file) of IZCA (? ? Compressed/Container Archive? Chunk Array) and they end with a footer of EOFC (End Of File Container? Chunk) before a bunch of null bytes, heck some BNK files have multiple IZCA archives in the IZCA archives in them! offzip -s/a doesn't really help on them. Can someone crack 'em so extraction is possible? Will upload samples soon. If there's other games using this, this page will be updated to relate to multiple. DBLK (DATABLOCK)[SCNE], models (ZNO/ZNM), sounds (extensionless ADX/AHXs?), texts (MFNT? HNFN?, BBTF?, MBUN? [not mentioned in EXE]?), textures (DDS, DDM DSFN [DeSign File Number?], HTEX) Games with this appear to run off the NN library and use the Sega CANVAS engine for graphics. CriWare packs (CPKs) UPDATE: https://drive.google.com/open?id=1MwbSr ... OwrXl3pCFc, I think H in names means Hydro or Hyuga, probably that one and I to be Izumi. This plugin set for Blender could help https://github.com/Argx2121/Sega_NN_tools.
I tried MAIN ARCHIVE: METADATA (32bytes): 4bytes: Header (IZCA, 495A4341) 2-4bytes: Filesize for container data (little endian) 1byte: 10 (appears to always be 10 idk why) 7bytes: zero 1byte: 01 (appears to always be 01 idk why) 7bytes: zero 1byte: 20 (appears to always be 20 idk why) 3bytes: zero 1byte: File count? BEYOND (Archive data): TBC FILE ARCHIVE END (16bytes): 4bytes: EOFC (454F4643) 4bytes: zero 1byte: 10 (appears to always be 10 idk why) 7bytes: zero
SUB-ARCHIVE (Subtitle archives use this): METADATA (16bytes): 4bytes: Header (IZCA, 495A4341) 2-4bytes: Filesize for container data (little endian) 1byte: 14 (appears to always be 14 idk why) 7bytes: zero 1byte: 01 (appears to always be 01 idk why) 7bytes: zero 1byte: 20 (appears to always be 20 idk why) 3bytes: zero 1byte: File count?
The 8 DDS files are consuming the majority of the said file (55MB), that's not a problem with the script, it just excludes extraction of files that are not models. Dragon Unpacker's HyperRipper or RavioliGameTools RExplorer can help find and extract them (without proper names).
I've added partial .bnk file support - It only extracts textures and files using the nn library. It skips extracting the files to HMDL and other in between file formats and goes directly to and zno file for convenience. Modelwise, the normal maps in the samples were channel packed so they're ignored on import.