The title pretty much says it all. With the use of QuickBMS I'm trying to extract .pkb files, which in turn contain several .brres files, from Xenoblade Cronicles Wii and it always results in an error like this (click the text for a better look): - error in src\file.h line 178: myfopen() Error: no such file or directory
I have the latest version of QuickBMS (0.5.13), proper script, and I'm certain that I'm following the correct steps, so I'm not sure what the problem could be. I'd really appreciate if someone could test it out themselves just to make sure I'm not the only one having this problem.
# Game: Xenoblade (Wii) # by Falo - 2010 # script for QuickBMS http://aluigi.org/papers.htm#quickbms # # usage : # # use WiiScrubber to extract all *.pkb files # use any u8 tool (arc extractor) to extract static.arc # you should then have *.pkb and *.pkh files # use this script on *.pkb
endian big
Open FDDE PKH 1
get Temp long 1 # always 0x00FE1200 get Temp long 1 get ofsHashTable long 1 # not sure, HashTable or FileIDTable get FileSize long 1 get numFiles long 1
set ofsSizeTable numFiles set ofsOffsetTable numFiles
math ofsSizeTable *= 8 math ofsOffsetTable *= 2
math ofsSizeTable += ofsHashTable math ofsOffsetTable += ofsSizeTable
for i = 0 < numFiles goto ofsHashTable 1 get Hash long 1 # not sure, Hash or FileID get Temp long 1 # always 0x0 goto ofsSizeTable 1 get Size short 1 goto ofsOffsetTable 1 get Offset long 1
math Size *= 2048 math Offset *= 2048
# use hash/fileid as filename set Name Hash set FileExt ".dat"
# get FileExt goto Offset get FileID long
if FileID = 1437218861 # Nintendo ARC (U8) set FileExt ".arc" endif if FileID = 1651664243 # Nintendo BRRES set FileExt ".brres" endif if FileID = 2142000 # Nintendo TPL set FileExt ".tpl" endif if FileID = 1264144384 # Xenoblade KYP -> BRRES Archive set FileExt ".kyp" endif if FileID = 1835229440 # Xenoblade MCA set FileExt ".mca" endif if FileID = 1145131057 # Xenoblade DAP1 set FileExt ".dap" endif if FileID = 1280263241 # Xenoblade LODI set FileExt ".lod" endif
string Name += FileExt
log Name Offset Size
# next file, increase all offsets math ofsHashTable += 8 math ofsSizeTable += 2 math ofsOffsetTable += 4 next i
I can bring it back easily. But you uploaded a data partition.
Which is great. But it would be better suited to Resources than BV. I'll add it there instead, and your stats will be fixed the next time the BV staff runs the stat recalculator.
Which reminds me: No one sent me anything when I asked for Resources stuff a few pages back. I'll just assume there's nothing new besides BrawlBox. Or you can post here (since there's no ongoing discussion now) or PM me anything that needs updating/adding.
If you want something new added to the page, I'll need a few people (let's say 5, minimum) to vouch that it works. They don't have to do it here; a link to the program's thread where people are saying, e.g., "Thanks, it works great!" will do.
Alright, thanks, and sounds good to me. Here's the link to partition for the resources if you still need it.
Concerning Peach's Castle: I like how the camera zooms in as match begins (the 3..2..1), making it actually seem like your entering the castle through the front doors. Was that intentional? Only thing that irks me abit is the doorway obstructing some parts of your view during the match, but for the most part its not that much of a problem. Other than that the stage looks superb, including the rest of your upcoming work.
Hey all, I accidentally deleted the wrong hack off of my vault and upon doing so, hitting the back button to undo my mistake only resent the previous "delete" action now leaving me with -1 hacks on my profile.
I'm guessing the deleted vault entry can't be brought back, but is there anyway you all can fix the -1? Thanks ahead of time.
Great guide you have here; it was fairly easy enough to follow and the results look great! (shown in spoilers)
For awhile now I've been working on a custom stage and when it came to adding the shadows I could only manage the flat parts. With the help of this guide, creating shadows for objects such as the hilly terrain or wooden stumps (look at squirtle's shadow) shown above is now cakewalk. This will come definitely come in handy for some upcoming stages I have in mind.
I'm liking the "Seaside Hill" SSE texture you made. Its comparable to one I've been making for Battlefield for some time now same SSE stage as a base, textures, and everything; the similarity is uncanny. Great minds do think alike I guess
I always thought you stage work was great D. L Yomegami, one of my personal favorites was Black Hole FD. Keep up the good work.
As for the progress on your current works, how is the Abandoned Stadium coming along? Out of all your projects its the one I've been anticipating the most. :3
Thanks and sorry about that...I've tried to find a fitting scenedata but I wasn't able and well I suck at making one.
If you don't mind, think I can mess around with the scene data until I get something almost similar? I've checked out Mewtwo's tutorial and I'm pretty eager to try it out on something X)
2 hacks in one day? I must be crazy. Or have important things that I should be doing instead.
Whoaa this turned out real nice. The lighting is what catches my attention the most and it matches perfectly with the BG. I'm just curious how exactly did you do it? Nonetheless great job.