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.
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.
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
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
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
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.
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.