Fate/stay Night Realta Nua(PS2) .BIN files
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Fate/stay Night Realta Nua(PS2) .BIN files
Looks like a PS2 game is actually using .BIN archive files again. This time, 2 of them are stored in AFS files, while the other 2 has a "MF" header or something.
Here are the samples:
https://mega.nz/#!EYExybxQ!qhBT4Qa63x3Qyn1ahZUYqlbNy-xf85w3T7nUneQsttc
Here are the samples:
https://mega.nz/#!EYExybxQ!qhBT4Qa63x3Qyn1ahZUYqlbNy-xf85w3T7nUneQsttc
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Re: Fate/stay Night Realta Nua(PS2) .BIN files
data1.bin can be extracted with:
http://aluigi.org/bms/afs.bms
Then reuse the script on the 2 extracted files you get from it.
data2.bin and data.bin have no file table apparently ("MF" is just one of the archived files).
data0.bin has something at the end but they appear only filenames without offset/size fields.
http://aluigi.org/bms/afs.bms
Then reuse the script on the 2 extracted files you get from it.
data2.bin and data.bin have no file table apparently ("MF" is just one of the archived files).
data0.bin has something at the end but they appear only filenames without offset/size fields.
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Re: Fate/stay Night Realta Nua(PS2) .BIN files
I'll try that one. I just find it weird that they packed these "MF" or "AFS" files into four .BIN archive files while the developers were making the port, though.
EDIT: I've just made a breakdown of what are these files. The results so far:
EDIT: I've just made a breakdown of what are these files. The results so far:
Code: Select all
DATA.BIN - MF archive file.
DATA0.BIN - Contains AFS files.
DATA1.BIN - Contains AFS files.
DATA2.BIN - MF archive file.
DATA.BIN file location:
0h - MF header
800h - MF header*
(they were stored without a file table, thus the information for these files are unknown at this point)
14BB800h - .PSS file
8190000h - .PSS file
EE64800h - .PSS file
15B38804h - DATA.BIN files end here
DATA2.BIN file location:
0h - MF header
800h - UFFA/MF(?) header*
(they were stored without a file table, thus the information for these files are unknown at this point)
3D28B680h - DATA2.BIN files end here
*That's where it stores all the files.
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Re: Fate/stay Night Realta Nua(PS2) .BIN files
Oh yeah and I found a PC version of that same game and I found a .xp3 file that starts with a "MZP" header. Here's a sample:
https://mega.nz/#!1cU2hJCS!ZixXiKtxAp8bAVLZ5oAtvrL5UtSOiOtnH6nKz0gaD-U
https://mega.nz/#!1cU2hJCS!ZixXiKtxAp8bAVLZ5oAtvrL5UtSOiOtnH6nKz0gaD-U
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Re: Fate/stay Night Realta Nua(PS2) .BIN files
In my opinion those are just raw container without file table.
The first PNG in bgimage.xp3 is 0x14bab bytes but there are no references about it and there are full files both at beginning (dll) and end (png) without space for information.
The table is somewhere else.
The first PNG in bgimage.xp3 is 0x14bab bytes but there are no references about it and there are full files both at beginning (dll) and end (png) without space for information.
The table is somewhere else.
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Re: Fate/stay Night Realta Nua(PS2) .BIN files
I wrote a tool for those MF UFFA compressed archives:
https://github.com/RikuKH3/mf_pack/releases
Game texts stored in DATA2/15.mf, font is in DATA2/14.mf
https://github.com/RikuKH3/mf_pack/releases
Game texts stored in DATA2/15.mf, font is in DATA2/14.mf
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Re: Fate/stay Night Realta Nua(PS2) .BIN files
Ah it's one of those nested archives.
The samples are no longer available but I'm sure it works
The samples are no longer available but I'm sure it works
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Re: Fate/stay Night Realta Nua(PS2) .BIN files
Hmm. I might try that out someday once I get to obtain the game again.
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Re: Fate/stay Night Realta Nua(PS2) .BIN files
In the meantime I have made also a script based on the info of RikuKH3, I can't test it but it's just a temporary solution since I would like to try to parse the archives recursively (but I need a sample or it may not work):
http://aluigi.org/bms/mf_uffa.bms
http://aluigi.org/bms/mf_uffa.bms
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Re: Fate/stay Night Realta Nua(PS2) .BIN files
Okay, I got the game again(as in, right now and right away - couldn't leave anything like this hanging by this point). I tested RikuKH3's mf_pack tool and it works perfectly with both DATA.BIN and DATA2.BIN.
As for aluigi's script, I decided to tweak it so it can handle "compressed" files more directly rather than just outright calculating the OFFSET and ZSIZE fields for whatever reason. It works just as well, so I decided to attach it here.
Both "tools" as mentioned above can be reused on either .mf files(assuming you use mf_pack) or .dat files, depending on which one you're using at the moment. DATA0.BIN and DATA1.BIN are simply AFS archives, therefore they can be extracted and reused within the extracted AFS archives(yes, there are literally AFS archives stored in said .BIN archives) through the afs.bms script without much problem.
I can set up a sample file for upload if the need arises.
As for aluigi's script, I decided to tweak it so it can handle "compressed" files more directly rather than just outright calculating the OFFSET and ZSIZE fields for whatever reason. It works just as well, so I decided to attach it here.
Both "tools" as mentioned above can be reused on either .mf files(assuming you use mf_pack) or .dat files, depending on which one you're using at the moment. DATA0.BIN and DATA1.BIN are simply AFS archives, therefore they can be extracted and reused within the extracted AFS archives(yes, there are literally AFS archives stored in said .BIN archives) through the afs.bms script without much problem.
I can set up a sample file for upload if the need arises.