One extraction script made the cowboy way but if you only want the files to peruse then nobody is judging.ĭecided to peel myself away from silly videos to have a look at this. Bit of fun with the fill command, copy-paste into a text editor, maybe replace tabs with space or something to make it look normal and save as. Only cost is numbers look odd in a hex editor but blanking a single bit in a known location is trivial (AND it with 0 and 31 1s).Īnyway hopefully you then end up with a long list of locations, names (which you don't always have in these scenarios - not like the game needs to know the name of the file it is using when it more likely references by number or location) and sizes. **32 bits long is some 4 gigabytes of addressable space, as that is larger than you will likely need then dropping it to a paltry 2 gigabytes by losing a bit allows you to have such things without having to define a further aspect of the file format and possibly wasting space if barely anything uses it. *I have had a few files be a list of lengths or locations such that you can mathematically determine things but rarely in stuff like this where that could be computationally expensive to do every time. It might be obvious, it might take a bit of reasoning and testing (I don't see an audio file separate in that so presumably inside the file, the vast majority of DS games using the SDAT format so if you search for something unique to it like SDAT in text search for said hex editor nds_formats.htm#Sounds, then it might give you the start of the SDAT file and as SDAT (and most other formats) have length values in them you could fairly easily correlate it to what I imagine is in size thing somewhere* in that) and there might be something extra (the NARC format for instance using the upper bit of the location** to denote a subdirectory) or a quirk (I had one of these sorts of things for touch detective, the locations needed a shift for reasons unknown). To find this data you would presumably be looking at the FileData.bin, FileInfo.bin and FileNames.bin in a hex editor. Other tip there if you dumped a bunch of columns from a hex editor is notepad++ has column mode allowing you to grab multiple such things if you want. Decimal numbers worked (if playing with a spreadsheet then hex2dec() should get it, and also be a nice basis for the batch file. Random numbers will get you nowhere in this.įor the most part you have a length of data to slice out of it and a location to start at (which is optional/from a switch). If it is not making sense it can help to find the start of a file within the big archive ( nds_formats.htm, bound to be something from that in this game) and then match it up to what you find. If you need a program to slice up files from the command line then is a decent one I have used many times. The File Info probably contains the locations (see pointers as same thing), the names likely correspond to that and for simple extraction then easy enough to make a batch file do it. I have not looked at it as I type this but such things are usually not so bad. Looks like one of those games that packs everything into a sub archive, and if the names there are anything to go by splits the files between the data, a header and file names which is an odd one (normally bulk data and header/names if any are there is the split).Įven more curiously it looks like the sound might be in that too.
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