RUINER UE4 Fmod .bank + .strings.bank

Codecs, formats, encoding/decoding of game audio, video and music
Pepper
Posts: 2
Joined: Mon Nov 17, 2014 9:24 pm

RUINER UE4 Fmod .bank + .strings.bank

Post by Pepper »

Trying to figure out file name associations myself, so far I've determined the paths are pretty simple, but there's extra data relating to concatenation/reduction of text strings I haven't worked out.

.bank is over 500mb, so uploading isn't an option.

.bank is the standard fsb5 with fev-like header data first, .strings.bank has similar deal, fev-like header, then offsets (to the .bank and to itself further in) and then there's the raw text file names but they tend to follow an interesting pattern I've not encountered in games, but it's basically lossless compression of sorts, if files in the same section start with a repeated group of characters, they state the character group that is repeated, followed by the next set that is repeated (if any) then followed by the unique chars. this is actually pretty clever and an old trick, I've just never seen games do this in archives (aside from the more common list directory, then list all sub files instead of listing full paths, but this takes it quite a bit futher)

Enemies/.Angel/.Angel_.C.losing.ore_Ball_hit.ylinder_Beep_loop_01.Dea.ctivate_B.th._onDeactivate.ElectricShoot._02.Hit_.01.bullet_01.Opening.activate_A.C.utscene_Angel.ylinder_VOs/Angel_.1.2.3.4.5.6.7.8.9.Cyborg/Cyborg_.D.eath.roneThrow.Pain.StartCombat.Ta.lking.unt.footstep_.left_01.right_01.minotaur_...(etc)

from this I'm infering a directory as follows:
Enemies
Angel
Angel_Closing
Angel_Core_Ball_hit
Angel_Cylinder_Beep_loop_01
Angel_Deactivate_B
Angel_Death
Angel_Death_onDeactivate
etc.

I'm not a coder, but this is really hard to figure out and do manually, this seems to be very common for new .bank fsb5 type files, and I'm curious if anyone has a better way than doing it for each file one by one since people have discussed .bank files before, but not the filenames in the .strings.bank