L.A. Noire(PS3/X360) - .big/.wad files

Extraction and unpacking of game archives and compression, encryption, obfuscation, decoding of unknown files
AnonBaiter
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L.A. Noire(PS3/X360) - .big/.wad files

Post by AnonBaiter »

Here are the samples.
For now this is for the X360 version, the PS3 version should be up in... five days or less.
AnonBaiter
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Re: L.A. Noire(PS3/X360) - .big/.wad files

Post by AnonBaiter »

Well, it requires 010 Editor to run, correct?
I'm having this "MSVCP120.dll" error though...
aluigi
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Re: L.A. Noire(PS3/X360) - .big/.wad files

Post by aluigi »

Basically it's just the following for the wad...

Code: Select all

idstring "WAD\x01"
get FILES long
for i = 0 < FILES
    get NAME_CRC long
    get OFFSET long
    get SIZE long
    log "" OFFSET SIZE
next i
aluigi
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Re: L.A. Noire(PS3/X360) - .big/.wad files

Post by aluigi »

QuickBMS script made just now for both wad and big:
http://aluigi.org/bms/la_noire.bms
AnonBaiter
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Joined: Tue Feb 02, 2016 2:35 am

Re: L.A. Noire(PS3/X360) - .big/.wad files

Post by AnonBaiter »

Cool, I got this for the .big files:

Code: Select all

- open input file E:\LA.Noire.Complete.Edition.XBOX360-MARVEL\DVD1\final\360\animationsets.big.360
- open script E:\quickbms_scripts\la_noire.bms
- set output folder E:\LA.Noire.Complete.Edition.XBOX360-MARVEL\DVD1\final\360\animationsets
- the folder doesn't exist, do you want to create it (y/N)?:
  y

  offset           filesize   filename
--------------------------------------

- signature of 4 bytes at offset 0x0000000000000000 doesn't match the one
  expected by the script:

  this one: "segs"
  73 65 67 73                                       segs

  expected: "WAD"
  57 41 44 01                                       WAD.

- 0 files found in 0 seconds
  coverage file 0     0%   4          25411836
aluigi
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Re: L.A. Noire(PS3/X360) - .big/.wad files

Post by aluigi »

Oh, I didn't remember there was a 360 extension after "big"... I'm blind :)
Fixed in 0.1.1
AnonBaiter
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Re: L.A. Noire(PS3/X360) - .big/.wad files

Post by AnonBaiter »

OK, it works now. Thanks!

Oh yeah, and what about those filenames at the end of the .wad file?
aluigi
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Re: L.A. Noire(PS3/X360) - .big/.wad files

Post by aluigi »

Good catch man :)
Script 0.2

Technical note: the "perfect" mode would be to calculate the crc of the filename and compare it with the one in the file entry (easy job with the NameCRC command) but I preferred to use the more simple index solution: file 1 = name 1, file 2 = name 2 and so on.
AnonBaiter
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Re: L.A. Noire(PS3/X360) - .big/.wad files

Post by AnonBaiter »

The script seems to also work with the PS3 version of the game. I mean, the files contained within the game.
aluigi
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Re: L.A. Noire(PS3/X360) - .big/.wad files

Post by aluigi »

Positive.
LegalizeRanch
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Re: L.A. Noire(PS3/X360) - .big/.wad files

Post by LegalizeRanch »

How do you repack root.atb? A script was made to extract the archive but not to repack it. https://mega.nz/#!K5RGXJAC!Z-1RllYSOa_8 ... Fkdq1DjSd4
aluigi
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Re: L.A. Noire(PS3/X360) - .big/.wad files

Post by aluigi »

You can use the reimport feature of quickbms.
Read section 3 of http://aluigi.org/papers/quickbms.txt for information and limits.
Voodooman
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Re: L.A. Noire(PS3/X360) - .big/.wad files

Post by Voodooman »

Any chance for update to make it work for original PC release and new VR case files and PS4 Xone and Switch version?
By the way - game can load unpacked files if they are put in out folder with original folder structure preserved inside out folder so what i wanted to do - unpack new high res texture from PS4\Xone\Switch version, do the same for pc and compare them, select best textures, improve some that was no improved and make an unofficial remaster.

Btw, if someone needs proper l.a. noire 60 fps unlocker (which was very hard to find out in form that does not require any launcher, cheat engine or trainer) in form of ASI plugin, get it here.
aluigi
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Re: L.A. Noire(PS3/X360) - .big/.wad files

Post by aluigi »

Do you mean that the la_noire.bms script doesn't work with those versions?
Upload the sample files to review.

Please note that if there is a VR version it probably uses the UE4 or Unity engine for which are available specific scripts and tools.
Tosyk
Posts: 81
Joined: Mon Aug 11, 2014 6:37 am

Re: L.A. Noire(PS3/X360) - .big/.wad files

Post by Tosyk »

Lugi, here's few samples from VR PC version:
https://drive.google.com/open?id=10iNTj ... EIMbq2cer3

please take a look when you have time
Puterboy1
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Re: L.A. Noire(PS3/X360) - .big/.wad files

Post by Puterboy1 »

Tosyk wrote:Lugi, here's few samples from VR PC version:
https://drive.google.com/open?id=10iNTj ... EIMbq2cer3

please take a look when you have time


Would you kindly provide us with the entire archive? I am interested in getting the sound files for personal use.
aluigi
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Re: L.A. Noire(PS3/X360) - .big/.wad files

Post by aluigi »

The big files contain just the data, need the index files for analysis.
gtagamesmg
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Re: L.A. Noire(PS3/X360) - .big/.wad files

Post by gtagamesmg »

Kramla tool does not seem to work correctly for rot.atb.ps4 ,in the ps4 version of casesbig seems to work fine already rot.atb no, do not unpack and repack, someone could take a look, I am sending samples of rot.atb.ps4 with Kramla 010 script

https://www90.zippyshare.com/v/L5ISV4Q5/file.html
deton24
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Re: L.A. Noire(PS3/X360) - .big/.wad files

Post by deton24 »

Does anyone know whether PS3/X360 have better music quality (~80kbps mp3) than PC version?

Does the music game archive file was noticeably bigger than in PC version?

Maybe someone already ripped VR version, or PS4/X1, or maybe know whether music is in better quality in these versions?