Baja: Edge of Control [X360] *.XLF/*.XLL

Extraction and unpacking of game archives and compression, encryption, obfuscation, decoding of unknown files
Game Ripper
Posts: 123
Joined: Sat Sep 02, 2017 12:56 pm

Baja: Edge of Control [X360] *.XLF/*.XLL

Post by Game Ripper »

Hello everyone, I'd like to ask you for help with unpacking this archive. There's a pair of files: 360.XLF and 360.XLL, the latter seems to contain filenames & possibly offsets for every asset stored in its XLF companion.
Actually 360.XLF file is huge, its size is 2,62 GBs; it's the reason I only included the first & last 16 MBs of it.

Goodbye & thanks in advance!
Game Ripper
Posts: 123
Joined: Sat Sep 02, 2017 12:56 pm

Re: Baja: Edge of Control [X360] *.XLF/*.XLL

Post by Game Ripper »

Hi guys, I hope you're fine with me posting it here because this hardly requires starting an entirely new topic.

Anyway here you can find PS3 archive samples from the same game. I wish those prove easier to figure out & unpack...

So long & good luck with this pesky bigfile format!
Game Ripper
Posts: 123
Joined: Sat Sep 02, 2017 12:56 pm

Re: Baja: Edge of Control [X360] *.XLF/*.XLL

Post by Game Ripper »

Thanks to Bigchillghost from XeNTaX forum there's now a working method of unpacking *.XLF/*.XLL files (a BMS script) but sadly yet another stage of nuisance is ahead and I'd still highly appreciate your input .

Now I've got pairs of *.PAK/*.toc files & I'd love to get a bit of assistance with proper extraction of their contents.
Here's a bunch of them (samples come from both platforms) for you to inspect & try to figure 'em out.

Thnx in advance!
Best regards, GenericRipper.
Game Ripper
Posts: 123
Joined: Sat Sep 02, 2017 12:56 pm

Re: Baja: Edge of Control [X360] *.XLF/*.XLL

Post by Game Ripper »

In case anyone's interested here's a working solution (it's got to be compatible with PS3 & X360 versions) for all your future unpacking needs: 1st use this BMS on PS3.XLL or 360.XLL.

Now that you have pairs of *.PAK/*.toc files you should extract *.toc files with another script.
You'll get playable IMA ADPCM tracks (*.ima extension but maybe those are going to be playable right away; if not changing extension to *.wav should do the trick).

So long!