physics engine (binary raw data) [Mafia II (*.bin_fsb)]

Extraction and unpacking of game archives and compression, encryption, obfuscation, decoding of unknown files
GHOST DEAD
Posts: 218
Joined: Wed Jul 19, 2017 5:04 am

physics engine (binary raw data) [Mafia II (*.bin_fsb)]

Post by GHOST DEAD »

hello aluigi,
can you help me in this format?
it's a bin_fsb From mafia 2, this is a one-file package
i just need to export and import .fsb (.bin_fsb to .fsb)
aluigi
Site Admin
Posts: 12984
Joined: Wed Jul 30, 2014 9:32 pm

Re: physics engine (binary raw data)

Post by aluigi »

use fsbext -o -1
There is an FSB4 archive just after a string and a size field.
GHOST DEAD
Posts: 218
Joined: Wed Jul 19, 2017 5:04 am

Re: physics engine (binary raw data)

Post by GHOST DEAD »

game read header to read raw_size of FSB or any other file (those header that located before the FSB4)

This is an one-File archive and i need to extract this archive and re-import

Image
Delutto
Posts: 561
Joined: Tue Oct 13, 2015 1:26 pm

Re: physics engine (binary raw data)

Post by Delutto »

There's no data offset field, so quickbms will not reimport a file bigger than original, even using REIMPORT2...

Code: Select all

get NAMEZ byte
getdstring NAME NAMEZ
string NAME += ".fsb"
get SIZE long
savepos OFFSET
log NAME OFFSET SIZE

And change the topic title to something that makes sense, like "Mafia II (*.bin_fsb)"
GHOST DEAD
Posts: 218
Joined: Wed Jul 19, 2017 5:04 am

Re: physics engine (binary raw data)

Post by GHOST DEAD »

Delutto wrote:There's no data offset field, so quickbms will not reimport a file bigger than original, even using REIMPORT2...

Code: Select all

get NAMEZ byte
getdstring NAME NAMEZ
string NAME += ".fsb"
get SIZE long
savepos OFFSET
log NAME OFFSET SIZE

And change the topic title to something that makes sense, like "Mafia II (*.bin_fsb)"


Thank's, but i need to reimport2...
aluigi
Site Admin
Posts: 12984
Joined: Wed Jul 30, 2014 9:32 pm

Re: physics engine (binary raw data)

Post by aluigi »

It's more easy if you build the file from scratch since the format is extremely trivial and simple.
You can even do it with a hex editor without scripts or custom tools.
Doesn't exist something easier than this :)
GHOST DEAD
Posts: 218
Joined: Wed Jul 19, 2017 5:04 am

Re: physics engine (binary raw data)

Post by GHOST DEAD »

aluigi wrote:It's more easy if you build the file from scratch since the format is extremely trivial and simple.
You can even do it with a hex editor without scripts or custom tools.
Doesn't exist something easier than this :)


easy to do, but there is a lot of sound effect and music and speech, it will take a long!
and i don't have enough Time anyway, my problem is time... not anything else
Shokoniraya
Posts: 416
Joined: Sat Sep 15, 2018 5:22 am

Re: physics engine (binary raw data)

Post by Shokoniraya »

GHOST DEAD wrote:
aluigi wrote:It's more easy if you build the file from scratch since the format is extremely trivial and simple.
You can even do it with a hex editor without scripts or custom tools.
Doesn't exist something easier than this :)


easy to do, but there is a lot of sound effect and music and speech, it will take a long!
and i don't have enough Time anyway, my problem is time... not anything else


you can even create a new package, but yes. there is alot of file and take a while because SDS tool is Gui mod, not Command-Line. wasting time, you know...