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Topic: Guilty Gear XX Reload: Midnight Carnival PC (Assistance Required) (Read 2 times)
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HeadCrash
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« on: June 26, 2009, 04:34:28 pm » |
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(If i've posted this in the wrong section, then feel free to move it to the right one)I'm in need of some serious help. I am COMPLETELY OBLIVIOUS to how these .BIN files have been coded.. because nothing works with them. I have searched for Hours trying to find a program that can Extract (and possibly REPACK) the "cddata.bin" files for: Guilty Gear XX Reload:Midnight Carnival (PC Version) I have tried, Ultra ISO, ISOBuster you name it, ALL of those ISO dealing pograms like Magic ISO and so on.. DO NOT WORK. These "cddata.bin" files MUST be data archives and NOT ACTUAL DISK images. I am in desperate need to unlock these files, to locate the AUDIO files in the game for the CHARACTERS VOICES. Since i would like to create my OWN custom patch for the game to replace the Dialogue and character voices with ENGLISH translations, or english DUB if you will. IF ANYONE knows specifically how to unlock the GUILTY GEAR "cddata.bin" files then PLEASE contact me with information on how i would go about doing so. If its not too much trouble, i would also like a method to REPACK the SAME TYPE OF .BIN FILE so that they work with Guilty Gear ONCE ive replaced the original files. Thank you. -dangavster ( dangavster@hotmail.com)
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Lleu
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« Reply #1 on: June 26, 2009, 05:54:15 pm » |
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It's not a very common practice to put disc images inside a disc-based program. The BIN extension was used for raw binary data far before it was used for disc images. Also, there are far less wasteful ways to store files than that.
That said, I personally know of no way to extract the data in the file. I don't know how it's organized. Your best bet (assuming it's compressed data) would be to attach a debugger to the application and find the portion of code which extracts files. After all, the code's already there to pull the data out, since the program can do it. Find it and hook into it to extract everything. That'll get you one way extraction. Analyze the assembly and see if you can identify the storage system/compression algorithm.
You could also start examining the file for common compression data or file headers. It'll take a bit of work, though. Good luck with that!
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Sara-chan
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« Reply #2 on: June 26, 2009, 07:52:24 pm » |
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Pretty sure it's raw files stacked on top of eachother. You can find the English story text just by searching for it for instance. Actual file locations within the bins etc are hardcoded in the EXE I believe.
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tc
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« Reply #3 on: June 26, 2009, 09:37:30 pm » |
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If you're just looking to play it with English text, the PC version was released in Europe. No need for hacking then.
Voices are another matter. I think they're Japanese as traditional for the series.
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HeadCrash
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« Reply #4 on: June 27, 2009, 12:29:18 am » |
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naa, its not the english text im concerned with. As long as the menu's are in english i dont care. (which they are by default)
im just interested in getting at the Sound files for the characters voices
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BRPXQZME
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« Reply #5 on: June 27, 2009, 12:40:47 am » |
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There is no way to simply pull out the files you need to do that without someone analyzing the format of said files.
There is a very, very good chance it is not some standard file-containing format you can just put things in and out of willy-nilly and expect things to work (yet; that’s assuming nobody’s taken a good hard look at it so far). And if it’s going to take analysis to get at the relevant data, the analysis is going to take time. If it isn’t an obvious format, you can be sure that will take a lot of time.
Then again, I haven’t taken a look at it myself (and don’t intend to). For all I know, it could all be in there as un(re)compressed MP3 files.
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HeadCrash
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« Reply #6 on: June 27, 2009, 01:49:04 am » |
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Well i was simply looking for a way to EXTRACT or LOOK INSDE the .bin files, so i could find out what i'm looking for, to my knowlege i believe they are AU files, or possibly OGG or even just .WAV files.
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Sara-chan
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« Reply #7 on: June 27, 2009, 04:30:22 am » |
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Here you go, but I didn't make this. I don't actually remember who did, just that it was up for public download at some point. Still, should be what you wanted.
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HeadCrash
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« Reply #8 on: June 28, 2009, 10:43:56 pm » |
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thanks, but ive actually found downloadable files before of all the voice clips. I need the way to extract and RE compress the files, so i can MAKE this patch, work with the game, so i can RUN THE GAME and the files ive created will be used for the voices instead.
So just having the SFX and voice files isnt what i want, i only want to extract them so i can replace them with the new files and name the new files correctly, choose the right file type etc.
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Sara-chan
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« Reply #9 on: June 28, 2009, 11:03:09 pm » |
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Sorry for misunderstanding. But still, you're going to be doing a lot of work for this, then. Not only are they single separate files, you'll have to change a LOT of pointers in the EXE. Also, as I said before, the bin files aren't compressed. They're either oggs or wavs, I forget which. But yeah, this is going to be a messy project for you.
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Kitsune Sniper
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« Reply #10 on: June 28, 2009, 11:14:20 pm » |
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thanks, but ive actually found downloadable files before of all the voice clips. I need the way to extract and RE compress the files, so i can MAKE this patch, work with the game, so i can RUN THE GAME and the files ive created will be used for the voices instead.
So just having the SFX and voice files isnt what i want, i only want to extract them so i can replace them with the new files and name the new files correctly, choose the right file type etc.
If the sound data was already ripped from the file, then you can analyze the extracted files, and work up a recompression tool based on the results, assuming of course that the files weren't transcoded to another format by whoever posted them online. Maybe this is too much for what I assume is a newbie, but I think this is the only thing you can do at this point. I doubt anyone ever worked up a recompression tool, but if someone reverse-engineered the format to extract the data, then someone possibly posted the info somewhere... and there should be a way to reinsert it.
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Sara-chan
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« Reply #11 on: June 29, 2009, 12:32:45 am » |
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If the sound data was already ripped from the file, then you can analyze the extracted files, and work up a recompression tool based on the results, assuming of course that the files weren't transcoded to another format by whoever posted them online. Maybe this is too much for what I assume is a newbie, but I think this is the only thing you can do at this point.
I doubt anyone ever worked up a recompression tool, but if someone reverse-engineered the format to extract the data, then someone possibly posted the info somewhere... and there should be a way to reinsert it.
It's not compressed in any way. It's just 9 "cddata0x.bin" files containing all of the actual files stacked on top of eachother. The EXE is the only thing that knows how it's laid out, all of the pointers are in it and nowhere else. No internal filenames or anything within the EXE, either. Pretty messy stuff, actually.
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Kitsune Sniper
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« Reply #12 on: June 29, 2009, 08:28:48 am » |
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It's not compressed in any way. It's just 9 "cddata0x.bin" files containing all of the actual files stacked on top of eachother. The EXE is the only thing that knows how it's laid out, all of the pointers are in it and nowhere else. No internal filenames or anything within the EXE, either. Pretty messy stuff, actually.
That's what I meant by recompress - reinsert and rearrange the data in the EXE so it points to the right spot. Sorry, force of habit.
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