Script 0.3.2:
http://aluigi.org/bms/zen_studio_pxp.bms
pxp file format (Pinball FX2, CastleStorm...)
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Re: pxp file format (Pinball FX2, CastleStorm...)
Thanks so much.
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Re: pxp file format (Pinball FX2, CastleStorm...)
It fails to extract recup2 recup3 and spacebear1 it did extract spacebear2 and redcup1 from latest pinball fx3.
On redcup2 it fails with:
Error: incomplete input file 0: C:\Temp\pinball fx3 extract\RedCup2.pxp
Can't read 1 bytes from offset 00000000fd38c793.
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% 31944 102209896 . offset 00000000fd38c793
Last script line before the error or that produced the error:
72 get CHUNK_TYPE byte
on redcup3 it fails with similar error:
Error: incomplete input file 0: C:\Temp\pinball fx3 extract\RedCup3.pxp
Can't read 1 bytes from offset 00000000fd38c463.
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% 31960 137857120 . offset 00000000fd38c463
Last script line before the error or that produced the error:
72 get CHUNK_TYPE byte
and on spacebear1 it fails also with simalar error:
Error: incomplete input file 0: C:\Temp\pinball fx3 extract\SpaceBear1.pxp
Can't read 1 bytes from offset 00000000fd38c5d7.
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% 32388 127513635 . offset 00000000fd38c5d7
Last script line before the error or that produced the error:
72 get CHUNK_TYPE byte
i can provide the files but they migth be big
Edit: they seem encrypted while spacebear2 and redcup1 did not kinda weird they would not do it for every file. In the files that did extract i can see the filenames sections in the others i can't seems gibberisch
Here is the redcup2 sample file: https://ufile.io/49pk7
On redcup2 it fails with:
Error: incomplete input file 0: C:\Temp\pinball fx3 extract\RedCup2.pxp
Can't read 1 bytes from offset 00000000fd38c793.
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% 31944 102209896 . offset 00000000fd38c793
Last script line before the error or that produced the error:
72 get CHUNK_TYPE byte
on redcup3 it fails with similar error:
Error: incomplete input file 0: C:\Temp\pinball fx3 extract\RedCup3.pxp
Can't read 1 bytes from offset 00000000fd38c463.
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% 31960 137857120 . offset 00000000fd38c463
Last script line before the error or that produced the error:
72 get CHUNK_TYPE byte
and on spacebear1 it fails also with simalar error:
Error: incomplete input file 0: C:\Temp\pinball fx3 extract\SpaceBear1.pxp
Can't read 1 bytes from offset 00000000fd38c5d7.
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% 32388 127513635 . offset 00000000fd38c5d7
Last script line before the error or that produced the error:
72 get CHUNK_TYPE byte
i can provide the files but they migth be big
Edit: they seem encrypted while spacebear2 and redcup1 did not kinda weird they would not do it for every file. In the files that did extract i can see the filenames sections in the others i can't seems gibberisch
Here is the redcup2 sample file: https://ufile.io/49pk7
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Re: pxp file format (Pinball FX2, CastleStorm...)
@joyrider3774
As far as I understand the problem happens only with some files of the game, correct?
Currently I don't have the game here but I can only suspect that some files now use a different RAND1 and RAND2 initializer.
Let me know.
As far as I understand the problem happens only with some files of the game, correct?
Currently I don't have the game here but I can only suspect that some files now use a different RAND1 and RAND2 initializer.
Let me know.
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- Joined: Fri Aug 08, 2014 1:06 am
Re: pxp file format (Pinball FX2, CastleStorm...)
the redcup2.pxp sample extracted fine for me, he might be using an old version of the script.
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Re: pxp file format (Pinball FX2, CastleStorm...)
Thanks Acewell, you are right
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Re: pxp file format (Pinball FX2, CastleStorm...)
aluigi wrote:And yes, finally the community has a way to extract ALL the files from any PXP archive made by ZenStudio... just in time for Pinball FX3 released 3 days ago.
Script 0.3:
http://aluigi.org/bms/zen_studio_pxp.bms
How do I re-compress the txt.pxp file? Please upload the bms file.
The name of the game is Pinball FX3.
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Re: pxp file format (Pinball FX2, CastleStorm...)
Impossible, the script uses an assembly only supporting decompression...
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- Joined: Fri Apr 20, 2018 12:41 am
Re: pxp file format (Pinball FX2, CastleStorm...)
Actually, you CAN do three things to mod PXPs in Zen's games by using flag 0 per file entry (to disable funky compression) at the moment at the cost of your memory and time (At least for Pinball FX2 on PC, haven't tried PFX3 or other consoles):LolHacksRule wrote:Impossible, the script uses an assembly only supporting decompression...
1. Hex edit related file entries in a PXP to use it for reading modified raw data over the original data.
2. Manually compile a custom PXP with all entries having the flag (Ridiculously memory consuming) with raw data for each, can only be done if you have either extracted the orig PXP or have assets.
3. Hex edit all entries in PXP to use the flag, and use reimport.bat to replace the compressed data.
Be sure to check the offset definitions before and after modifications.