007 James Bond Blood Stone PS3 (pak) tool
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007 James Bond Blood Stone PS3 (pak) tool
Hi
I want to translate the 007 James Bond Blood Stone. How can I open this pak file? I tried it with Dragon unpacker, but it didn't open the file. I tried blur script, but it not work for me.
I'm waiting for your help.
http://www.mediafire.com/file/p5aenazia ... medata.rar
I want to translate the 007 James Bond Blood Stone. How can I open this pak file? I tried it with Dragon unpacker, but it didn't open the file. I tried blur script, but it not work for me.
I'm waiting for your help.
http://www.mediafire.com/file/p5aenazia ... medata.rar
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Re: 007 James Bond Blood Stone PS3 (pak) tool
Use the new script 0.3.3 http://aluigi.org/bms/blur.bms but first edit the WORK_AROUND variable in it with a text editor for setting it to 1.
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Re: 007 James Bond Blood Stone PS3 (pak) tool
Hm, this doesn't work for the PC version: https://mega.nz/#!e0cGRZLZ!vuTOq4Hn5sWM ... SJCPm4H7KY
Another update maybe?
Another update maybe?
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Re: 007 James Bond Blood Stone PS3 (pak) tool
Just checked it and it's a waste of time. Sorry.
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Re: 007 James Bond Blood Stone PS3 (pak) tool
aluigi wrote:Just checked it and it's a waste of time. Sorry.
Waste of time? No no
I extracted the blur and blood stone .pak archive with blur.bms. 0.3.3 and there was different file specially the audio file are in .baf archive so tell me how to extract data from .baf file. Both games using same extension. Blur and 007 blood stone.
Mr Aluigi can you write a script for .baf archive pf pc version?
I'm waiting for your response.
Thanks
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Re: 007 James Bond Blood Stone PS3 (pak) tool
I try to explain it better: the format of the archive used in the sample provided by AlphaTwentyThree will NOT be supported.
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Re: 007 James Bond Blood Stone PS3 (pak) tool
aluigi wrote:I try to explain it better: the format of the archive used in the sample provided by AlphaTwentyThree will NOT be supported.
Yeah i know that but what I'm trying to say is how to extract sound from .baf archive??
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Re: 007 James Bond Blood Stone PS3 (pak) tool
Upload a baf sample, if it's very big use the filecutter script.
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Re: 007 James Bond Blood Stone PS3 (pak) tool
aluigi wrote:Upload a baf sample, if it's very big use the filecutter script.
Here is an example of baf archive from blur
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Re: 007 James Bond Blood Stone PS3 (pak) tool
@AlphaTwentyThree
Can you check what's the codec used there?
It's not PCM (8/16), not adpcm, not ulaw (7), not vag, what else?
Testing script:
Can you check what's the codec used there?
It's not PCM (8/16), not adpcm, not ulaw (7), not vag, what else?
Testing script:
Code: Select all
math i = 0
get BAF_SIZE asize
for CHUNK_OFF = 0 != BAF_SIZE
getdstring CHUNK_NAME 4
get CHUNK_SIZE long
if CHUNK_NAME u== "BANK"
# nothing
elif CHUNK_NAME u== "WAVE"
get DUMMY long # 7
getdstring NAME 0x20
get OFFSET long
get SIZE long
get DUMMY float # 1.0
get DUMMY long # 0x19
get ZERO long
get FREQUENCY long
#putarray 0 -1 NAME
math CHANNELS = 1
math BITS = 8
string NAME + ".wav"
callfunction TOWAV 1
elif CHUNK_NAME u== "DATA"
/*
getarray NAME 0 i
math i + 1
savepos OFFSET
xmath SIZE "CHUNK_SIZE - (OFFSET - CHUNK_OFF)"
log NAME OFFSET SIZE
*/
endif
math CHUNK_OFF + CHUNK_SIZE
goto CHUNK_OFF
next
# Requirements: BITS, FREQUENCY, CHANNELS, OFFSET, SIZE and NAME
startfunction TOWAV
set MEMORY_FILE binary "\x52\x49\x46\x46\x00\x00\x00\x00\x57\x41\x56\x45\x66\x6d\x74\x20\x10\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x64\x61\x74\x61\x00\x00\x00\x00"
set RIFFSIZE long SIZE
math RIFFSIZE + 36
set BLOCKALIGN long BITS
set AVGBYTES long FREQUENCY
math BLOCKALIGN / 8
math BLOCKALIGN * CHANNELS
math AVGBYTES * BLOCKALIGN
putvarchr MEMORY_FILE 4 RIFFSIZE long
putvarchr MEMORY_FILE 20 1 short # wFormatTag: Microsoft PCM Format (0x0001)
putvarchr MEMORY_FILE 22 CHANNELS short # wChannels
putvarchr MEMORY_FILE 24 FREQUENCY long # dwSamplesPerSec
putvarchr MEMORY_FILE 28 AVGBYTES long # dwAvgBytesPerSec
putvarchr MEMORY_FILE 32 BLOCKALIGN short # wBlockAlign
putvarchr MEMORY_FILE 34 BITS short # wBitsPerSample
putvarchr MEMORY_FILE 40 SIZE long
log NAME 0 44 MEMORY_FILE
append
log NAME OFFSET SIZE
append
endfunction
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Re: 007 James Bond Blood Stone PS3 (pak) tool
aluigi wrote:@AlphaTwentyThree
Can you check what's the codec used there?
It's not PCM (8/16), not adpcm, not ulaw (7), not vag, what else?
Testing script:Code: Select all
math i = 0
get BAF_SIZE asize
for CHUNK_OFF = 0 != BAF_SIZE
getdstring CHUNK_NAME 4
get CHUNK_SIZE long
if CHUNK_NAME u== "BANK"
# nothing
elif CHUNK_NAME u== "WAVE"
get DUMMY long # 7
getdstring NAME 0x20
get OFFSET long
get SIZE long
get DUMMY float # 1.0
get DUMMY long # 0x19
get ZERO long
get FREQUENCY long
#putarray 0 -1 NAME
math CHANNELS = 1
math BITS = 8
string NAME + ".wav"
callfunction TOWAV 1
elif CHUNK_NAME u== "DATA"
/*
getarray NAME 0 i
math i + 1
savepos OFFSET
xmath SIZE "CHUNK_SIZE - (OFFSET - CHUNK_OFF)"
log NAME OFFSET SIZE
*/
endif
math CHUNK_OFF + CHUNK_SIZE
goto CHUNK_OFF
next
# Requirements: BITS, FREQUENCY, CHANNELS, OFFSET, SIZE and NAME
startfunction TOWAV
set MEMORY_FILE binary "\x52\x49\x46\x46\x00\x00\x00\x00\x57\x41\x56\x45\x66\x6d\x74\x20\x10\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x64\x61\x74\x61\x00\x00\x00\x00"
set RIFFSIZE long SIZE
math RIFFSIZE + 36
set BLOCKALIGN long BITS
set AVGBYTES long FREQUENCY
math BLOCKALIGN / 8
math BLOCKALIGN * CHANNELS
math AVGBYTES * BLOCKALIGN
putvarchr MEMORY_FILE 4 RIFFSIZE long
putvarchr MEMORY_FILE 20 1 short # wFormatTag: Microsoft PCM Format (0x0001)
putvarchr MEMORY_FILE 22 CHANNELS short # wChannels
putvarchr MEMORY_FILE 24 FREQUENCY long # dwSamplesPerSec
putvarchr MEMORY_FILE 28 AVGBYTES long # dwAvgBytesPerSec
putvarchr MEMORY_FILE 32 BLOCKALIGN short # wBlockAlign
putvarchr MEMORY_FILE 34 BITS short # wBitsPerSample
putvarchr MEMORY_FILE 40 SIZE long
log NAME 0 44 MEMORY_FILE
append
log NAME OFFSET SIZE
append
endfunction
This script can extract .wav from .baf but i cant hear it clearly there is some noise in .wav files
Also the reimport process also not working.
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Re: 007 James Bond Blood Stone PS3 (pak) tool
Reimporting works correctly, quickbms will tell you to use the -. option for enabling that mode with this script. If it doesn't it ask you anything it means you are using an old version.
And yes, it's normal that you hear noise because I asked the other user to analyze the file and find the correct codec.
In fact the script was meant for him
And yes, it's normal that you hear noise because I asked the other user to analyze the file and find the correct codec.
In fact the script was meant for him
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Re: 007 James Bond Blood Stone PS3 (pak) tool
Ok. So we should wait till they find correct codec for it
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Re: 007 James Bond Blood Stone PS3 (pak) tool
Hi, may I ask someone to look into this? I'm unpacking files from Blood Stone PS3 & the script (blur.bms with edited WORK_AROUND variable) works with most PAKs but this one.
I tried both quickbms.exe & quickbms_4gb_files.exe but result is always the same: the program extracts 1 file and stops because there's a memory allocation problem.
Bye and thanks in advance!
I tried both quickbms.exe & quickbms_4gb_files.exe but result is always the same: the program extracts 1 file and stops because there's a memory allocation problem.
Bye and thanks in advance!
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Re: 007 James Bond Blood Stone PS3 (pak) tool
I think no one can help.
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Re: 007 James Bond Blood Stone PS3 (pak) tool
aluigi wrote:@AlphaTwentyThree
Can you check what's the codec used there?
It's not PCM (8/16), not adpcm, not ulaw (7), not vag, what else?
Testing script:Code: Select all
math i = 0
get BAF_SIZE asize
for CHUNK_OFF = 0 != BAF_SIZE
getdstring CHUNK_NAME 4
get CHUNK_SIZE long
if CHUNK_NAME u== "BANK"
# nothing
elif CHUNK_NAME u== "WAVE"
get DUMMY long # 7
getdstring NAME 0x20
get OFFSET long
get SIZE long
get DUMMY float # 1.0
get DUMMY long # 0x19
get ZERO long
get FREQUENCY long
#putarray 0 -1 NAME
math CHANNELS = 1
math BITS = 8
string NAME + ".wav"
callfunction TOWAV 1
elif CHUNK_NAME u== "DATA"
/*
getarray NAME 0 i
math i + 1
savepos OFFSET
xmath SIZE "CHUNK_SIZE - (OFFSET - CHUNK_OFF)"
log NAME OFFSET SIZE
*/
endif
math CHUNK_OFF + CHUNK_SIZE
goto CHUNK_OFF
next
# Requirements: BITS, FREQUENCY, CHANNELS, OFFSET, SIZE and NAME
startfunction TOWAV
set MEMORY_FILE binary "\x52\x49\x46\x46\x00\x00\x00\x00\x57\x41\x56\x45\x66\x6d\x74\x20\x10\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x64\x61\x74\x61\x00\x00\x00\x00"
set RIFFSIZE long SIZE
math RIFFSIZE + 36
set BLOCKALIGN long BITS
set AVGBYTES long FREQUENCY
math BLOCKALIGN / 8
math BLOCKALIGN * CHANNELS
math AVGBYTES * BLOCKALIGN
putvarchr MEMORY_FILE 4 RIFFSIZE long
putvarchr MEMORY_FILE 20 1 short # wFormatTag: Microsoft PCM Format (0x0001)
putvarchr MEMORY_FILE 22 CHANNELS short # wChannels
putvarchr MEMORY_FILE 24 FREQUENCY long # dwSamplesPerSec
putvarchr MEMORY_FILE 28 AVGBYTES long # dwAvgBytesPerSec
putvarchr MEMORY_FILE 32 BLOCKALIGN short # wBlockAlign
putvarchr MEMORY_FILE 34 BITS short # wBitsPerSample
putvarchr MEMORY_FILE 40 SIZE long
log NAME 0 44 MEMORY_FILE
append
log NAME OFFSET SIZE
append
endfunction
The Codec for Ps3 is At3 (Sony Playstation Portable Format) Can you please Undate The script to add At3 Header on it.
Atrac3
Format/Info : Adaptive Transform Acoustic Coding 3
here is an example from another Ps3 Game, see the header.