Yo-kai Sangokushi main archive (Koei Tecmo LINKDATA_A.BIN)

Extraction and unpacking of game archives and compression, encryption, obfuscation, decoding of unknown files
NeonToaster
Posts: 3
Joined: Mon Nov 05, 2018 1:09 am

Yo-kai Sangokushi main archive (Koei Tecmo LINKDATA_A.BIN)

Post by NeonToaster »

Hello!

A friend and I have been trying to get into the main archive of Yo-kai Sangokushi for Nintendo 3DS for a while now.
The file types are completely different from the other Yo-kai Watch games because this game was developed by Koei Tecmo. I've modified the files in Busters/Busters 2 before and I'm familiar with Level-5's .fa format, but Sangokushi uses KT's .BIN compression format for it's main archive

I can't for the life of me figure out how to get into the file, so could anyone here potentially help me out here/guide me in the right direction on how to extract and repack this file? I'm not very code savvy, but any help would be greatly appreciated.

LINKDATA_A.BIN file: https://drive.google.com/file/d/1It2yy8rYCYldFGnDuRVHeMlS_Gti5HGp/view
aluigi
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Re: Yo-kai Sangokushi main archive (Koei Tecmo LINKDATA_A.BIN)

Post by aluigi »

Have you already tried this script?
http://aluigi.org/bms/arslan.bms

Another alternative, in case that doesn't work, is http://aluigi.org/bms/dynasty_warriors_4.bms
NeonToaster
Posts: 3
Joined: Mon Nov 05, 2018 1:09 am

Re: Yo-kai Sangokushi main archive (Koei Tecmo LINKDATA_A.BIN)

Post by NeonToaster »

aluigi wrote:Have you already tried this script?
http://aluigi.org/bms/arslan.bms

Another alternative, in case that doesn't work, is http://aluigi.org/bms/dynasty_warriors_4.bms


Tried out both scripts. I had to modify them slightly and remove the line for IDX files because this game doesn't have one.
arslan didn't do anything and stopped before anything could be extracted, and the DS4 script extracted a little bit before it stopped due to not being able to read after a certain offset (the coverage was at about 1%)

All of the .dat files it pulled don't work, but a few .dc5 and .fnc files did get pulled out, but I have no idea what to do with them.
I also got a few .txt files, but they were all garbled and unreadable.

I've tried other scripts for KT games in the past but none of them work because I'm pretty sure each game is unique in the way it stores and compresses things, which makes it impossible to get into the files unless you write a script specifically for the game you want to get into. :\
aluigi
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Re: Yo-kai Sangokushi main archive (Koei Tecmo LINKDATA_A.BIN)

Post by aluigi »

NeonToaster
Posts: 3
Joined: Mon Nov 05, 2018 1:09 am

Re: Yo-kai Sangokushi main archive (Koei Tecmo LINKDATA_A.BIN)

Post by NeonToaster »

aluigi wrote:http://aluigi.org/bms/yokai_sangokushi.bms

Worked like a charm! Thanks!! :D
josou_kitsune
Posts: 10
Joined: Thu Sep 28, 2017 7:58 pm

Re: Yo-kai Sangokushi main archive (Koei Tecmo LINKDATA_A.BIN)

Post by josou_kitsune »

Hello sorry for the bump, but this is the only script I've found for Koei's Linkdata BIN files without the IDX pair. I'm looking to extract the Pirate Warriors 4 BIN files, they contain the texts from the game, I used the script and got some files but there are sectors that seem unintelligible, I don't know if it's because the script isn't compatible or the encoding of the file.
Last edited by josou_kitsune on Thu Apr 01, 2021 8:54 pm, edited 1 time in total.
aluigi
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Re: Yo-kai Sangokushi main archive (Koei Tecmo LINKDATA_A.BIN)

Post by aluigi »

"Something appears to be missing…"
josou_kitsune
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Joined: Thu Sep 28, 2017 7:58 pm

Re: Yo-kai Sangokushi main archive (Koei Tecmo LINKDATA_A.BIN)

Post by josou_kitsune »

aluigi wrote:"Something appears to be missing…"

G... I'm so dumb, never noticed I deleted the file, here it is again, sorry for making you lose your time.
https://www.mediafire.com/file/1wceezk1zz9t08i/OPPW4_LINKDATA.7z/file
Last edited by josou_kitsune on Wed May 26, 2021 9:10 am, edited 2 times in total.
aluigi
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Re: Yo-kai Sangokushi main archive (Koei Tecmo LINKDATA_A.BIN)

Post by aluigi »

I tried the yokai_sangokushi.bms script with some of the BIN samples provided (CMN e LANG/ENG) and it correctly works as expected with a full coverage of the BIN file.
Are you referring to some specific problem?
josou_kitsune
Posts: 10
Joined: Thu Sep 28, 2017 7:58 pm

Re: Yo-kai Sangokushi main archive (Koei Tecmo LINKDATA_A.BIN)

Post by josou_kitsune »

Yeah these archives contain the text files for the game and character with tildes (á, é, í, ó, ú, ñ, Non Eng languages) turn into gibberish, they are inside the resulting txt and dat files. Dunno if that's cause of the script not recognizing them or because they are written with an encoding that doesn't accept those characters. Maybe that's just the software I'm using, I'll try switching to another hex editor.

EDIT

When I tried reimporting I got this.

Code: Select all

- GUI mode activated, remember that the tool works also from command-line
  where are available various options like folder scanning, filters and so on

- select BMS script. type ? for using the content of clipboard like a script
- select input archives/files, type * for the whole folder and subfolders
- select output folder where extracting files

- alternative REIMPORT2 mode enabled!
- automatic file resizing mode enabled!
  - remember to select the SAME script, file and folder you selected during
    the previous extraction
  - it's highly suggested to leave only the edited files in the folder, it's
    faster and less prone to errors with compressed files

- open input file C:\Program Files (x86)\Steam\steamapps\common\OPPW4\LINKDATA\LANG\ESM\LINKDATA_LANG_ESM.BIN
- open script C:\Users\User\Desktop\MODS\quickbms\yokai_sangokushi.bms
- set output folder C:\Program Files (x86)\Steam\steamapps\common\OPPW4\LINKDATA\LANG\ESM\export

  offset   filesize   filename
--------------------------------------
- REIMPORT MEMORY_FILE WORK-AROUND: ""

- reimporting of files with wildcard or guessed names is not possible

- 0 files reimported in 0 seconds
  coverage file 0     0%   40         759040     . offset 00000108


Dosen't matter if I try to reimport all the files or just the edited one, I get the same result. .
aluigi
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Re: Yo-kai Sangokushi main archive (Koei Tecmo LINKDATA_A.BIN)

Post by aluigi »

Please note that the script is not valid for reimporting.