The script for Resource Binary format from PopCap's modern internal framework was used fine in games like Peggle 2, while having to modify the script to support big endian variants, the format is also used in Bejeweled Blitz, it worked fine on the base game's Resource Binary and Resource Group files as well as Classic's, but the file from the CDN, errors out the script. Any plans on fixing the script? Thanks.
- open input file Android\Apps\BejBlitz\cdn\.\com.ea.bejeweledblitz_row\filesNo_Backup\content\main.rsb - open script Software\quickbms\Scripts/PopCapResourceBinary.bms - set output folder cdn_ext
Error: incomplete input file 0: Android\Apps\BejBlitz\cdn\com.ea.bejeweledblitz_row\filesNo_Backup\content\main.rsb Can't read 90112 bytes from offset 001a9000. Anyway don't worry, it's possible that the BMS script has been written to exit in this way if it's reached the end of the archive so check it or contact its author or verify that all the files have been extracted. Please check the following coverage information to know if it's ok.
coverage file 0 0% 220 1740800 . offset 001a9000
Last script line before the error or that produced the error: 49 clog NAME OFFSET SIZE SIZE
The archive says that there is a file at offset 0x001a9000 of 0x00016000 but the archive itself is 0x001a9000 bytes, basically it's not a fault of the script.
I have the base RSB file if you need a sample, it also fails to extract on my end. There are RSG files however which are the same as RSGP/PGSR, but they extract completely fine. Interestingly, Taiji (despite used primarily for PVZ2) and other tools for PopCap's RSx files also fail to extract this sample.