[PSX] Shadow Man - *.BIN

Extraction and unpacking of game archives and compression, encryption, obfuscation, decoding of unknown files
hnnewgames
Posts: 148
Joined: Sat Dec 16, 2017 8:58 pm

[PSX] Shadow Man - *.BIN

Post by hnnewgames »

Image

Could someone please create a script or tool capable of extracting the files from this package? Thank you!


Sample: https://files.fm/u/98f3dhka
Delutto
Posts: 561
Joined: Tue Oct 13, 2015 1:26 pm

Re: [PSX] Shadow Man - *.BIN

Post by Delutto »

Files are sequential, no header, no TOC or any information about size and/or offsets... game probably use some index file, there's any other file on same folder with a suggestive name?
hnnewgames
Posts: 148
Joined: Sat Dec 16, 2017 8:58 pm

Re: [PSX] Shadow Man - *.BIN

Post by hnnewgames »

Delutto wrote:Files are sequential, no header, no TOC or any information about size and/or offsets... game probably use some index file, there's any other file on same folder with a suggestive name?


Yes, there are only 4 files in the game media.
The sample I sent represents only 100MB of the file "IMAGE.BIN" that has 453MB.

Image
aluigi
Site Admin
Posts: 12984
Joined: Wed Jul 30, 2014 9:32 pm

Re: [PSX] Shadow Man - *.BIN

Post by aluigi »

Maybe the TOC is located in the final part of IMAGE.BIN
hnnewgames
Posts: 148
Joined: Sat Dec 16, 2017 8:58 pm

Re: [PSX] Shadow Man - *.BIN

Post by hnnewgames »

aluigi
Site Admin
Posts: 12984
Joined: Wed Jul 30, 2014 9:32 pm

Re: [PSX] Shadow Man - *.BIN

Post by aluigi »

Nothing on the tail.
And I don't see any information in SLUS_008.95, for example one file is 0xa3d bytes but there is no 3d 0a 00 00 in it.
medievil
Posts: 66
Joined: Tue Apr 17, 2018 4:23 pm

Re: [PSX] Shadow Man - *.BIN

Post by medievil »

since it is a ps1 game and it streams the file instead of loading it in memory whole, it doesn't need file names, just a list of start/finish numbers... it could use a counter I guess, count however many bytes in and proceed how ever many for the file..or maybe it uses a certain character combo as a terminator... 3B 0D 0A is really common in the data file
Delutto
Posts: 561
Joined: Tue Oct 13, 2015 1:26 pm

Re: [PSX] Shadow Man - *.BIN

Post by Delutto »

medievil wrote:or maybe it uses a certain character combo as a terminator... 3B 0D 0A is really common in the data file
Neh... the package starts with a bunch of text files and this 0x3B0D0A that you see it's just the (";" + line break) of this texts.
The information about sizes and/or offsets should be in the game executable, so... I'm out.
hnnewgames
Posts: 148
Joined: Sat Dec 16, 2017 8:58 pm

Re: [PSX] Shadow Man - *.BIN

Post by hnnewgames »

Delutto wrote:
medievil wrote:or maybe it uses a certain character combo as a terminator... 3B 0D 0A is really common in the data file
Neh... the package starts with a bunch of text files and this 0x3B0D0A that you see it's just the (";" + line break) of this texts.
The information about sizes and/or offsets should be in the game executable, so... I'm out.


rsrsrsrs
medievil
Posts: 66
Joined: Tue Apr 17, 2018 4:23 pm

Re: [PSX] Shadow Man - *.BIN

Post by medievil »

Delutto wrote:
medievil wrote:or maybe it uses a certain character combo as a terminator... 3B 0D 0A is really common in the data file
Neh... the package starts with a bunch of text files and this 0x3B0D0A that you see it's just the (";" + line break) of this texts.
The information about sizes and/or offsets should be in the game executable, so... I'm out.

Code: Select all

Offset(h) 00 01 02 03 04 05 06 07 08 09 0A 0B 0C 0D 0E 0F

03FA8000  73 74 61 74 69 63 20 75 31 36 20 46 46 5F 43 55  static u16 FF_CU
03FA8010  54 5B 5D 3D 7B 0D 0A 09 66 70 5F 43 55 54 53 43  T[]={...fp_CUTSC
03FA8020  45 4E 45 5F 53 43 52 49 50 54 53 5F 45 4E 47 4C  ENE_SCRIPTS_ENGL
03FA8030  49 53 48 5F 44 57 30 30 30 5F 43 55 54 2C 0D 0A  ISH_DW000_CUT,..
03FA8040  09 66 70 5F 43 55 54 53 43 45 4E 45 5F 53 43 52  .fp_CUTSCENE_SCR
03FA8050  49 50 54 53 5F 45 4E 47 4C 49 53 48 5F 49 4E 54  IPTS_ENGLISH_INT
03FA8060  52 4F 5F 43 55 54 2C 0D 0A 09 66 70 5F 43 55 54  RO_CUT,...fp_CUT
03FA8070  53 43 45 4E 45 5F 53 43 52 49 50 54 53 5F 45 4E  SCENE_SCRIPTS_EN
03FA8080  47 4C 49 53 48 5F 53 57 30 30 30 5F 43 55 54 2C  GLISH_SW000_CUT,
03FA8090  0D 0A 09 66 70 5F 43 55 54 53 43 45 4E 45 5F 53  ...fp_CUTSCENE_S
03FA80A0  43 52 49 50 54 53 5F 45 4E 47 4C 49 53 48 5F 53  CRIPTS_ENGLISH_S
03FA80B0  57 42 4F 41 54 5F 43 55 54 2C 0D 0A 09 66 70 5F  WBOAT_CUT,...fp_
03FA80C0  43 55 54 53 43 45 4E 45 5F 53 43 52 49 50 54 53  CUTSCENE_SCRIPTS
03FA80D0  5F 45 4E 47 4C 49 53 48 5F 44 45 41 44 53 49 44  _ENGLISH_DEADSID
03FA80E0  45 5F 4A 41 55 4E 54 59 30 30 5F 43 55 54 2C 0D  E_JAUNTY00_CUT,.
03FA80F0  0A 09 7D 3B 0D 0A 0D 0A 74 5F 46 49 4E 44 20 46  ..};....t_FIND F
03FA8100  69 6E 64 5F 43 55 54 3D 7B 35 2C 46 46 5F 43 55  ind_CUT={5,FF_CU
03FA8110  54 7D 3B 0D 0A 00 00 00 00 00 00 00 00 00 00 00  T};.............


I dunno if it exactly has a "List" the above kinda shows it streams the stuff...using file pointers set ingame I assume... fp would be file pointer...on the pc version the folders would be Shadow Man\data\CutScene\Scripts\English\intro and the file intro.cut for example (you see it above with _ instead of \ or a . in the filename)