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Notes:The Sims: Bustin' Out (GameCube, PlayStation 2, Xbox)

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This page contains notes for the game The Sims: Bustin' Out (GameCube, PlayStation 2, Xbox).

Extracting Files

Most of the following methods will ONLY work with Bustin' Out all the way up to The Sims 2 Castaway. They have also proven to be tested on the PlayStation 2 versions of the games.

QuickBMS (which can be downloaded here) is required to extract the files, where the script for extracting the game can be found below, as sims_bustin_out.bms.

  • Extract the contents from the disc or ROM containing the archives (eg. AUDIOSTR, SAMPLES) onto a separate folder. For easier organization, name the folders after the extracted archives.
  • Open up QuickBMS (4GB will work) and select the sims_bustin_out.bms file to use as the script. Select any archive file in the folder, and optionally put them in their respective extracted folders. The contents will be extracted from the archive.

Extracting Audio

MFAudio is required to extract audio from the opened SAMPLES.ARC file. AUDIOSTR.ARC contents doesn't seem to work.

  • Open MFAudio and select a file from the extracted SAMPLES.ARC folder.
  • The audio file will be opened, but the Frequency will be randomized. That can be corrected by copy-pasting the 22050 (the required frequency sample rate) from a Notepad Document onto the Frequency easily. DO NOT change the File Format in Input Audio File, nor Samples or Channels.
  • To extract it as a .WAV, go to Output Audio File and change the File Format to "WAV - Microsoft RIFF - Uncompressed PCM". Also, copy-paste the 22050 onto the Frequency in that window, click Process! and the audio file will be extracted in WAV format.
  • Finally, use another program, like Audacity to convert into .ogg.

Extracting Textures/Graphics

Dageron's Console Texture Explorer and Rainbow texture format converter is required to work.

  • In the Console Texture Explorer, you will need to set Console to "PSP", Swizzling to "Disabled" and BPP to 8. Also, put 1 to "Add" and "Sub" under the Graphics Offset, but DON'T change the type.
  • Go into the extracted TEXTURES.ARC folder and select the desired texture.
  • When the texture is open, you'll need to display it manually via adjusting the Graphics Offset by clicking Add or Sub, AND adjusting the Width and Height under the Mipmap Count.
    • For small-sized textures like Interaction queues, they are displayed in 32x32px. But for larger textures like Furniture or Sims, they are 128x128px or 256x256px.
  • When the texture is displayed properly and stops moving via the Graphics Offset, export it as a .tm2 file. Remember to export it at the Graphics Offset number it stops moving, otherwise the texture won't be displayed in Rainbow. Also, exporting as .bmp won't display it as transparent.
  • Open up Rainbow Texture Format Convertor and open the extracted .tm2 file.
  • Export the texture as a PNG, and flip it horizontally and vertically in another program.

Extracting UI

UI animations and textures are stored in FLASHES.ARC. When extracted, they are packed in another format, BIG4. To extract these, use big4f.

  • Most of the time, you'll get an error that it couldn't open a file named *.wav, but that's okay.

From here, you have several files with numerical names, all with the .tgq extension.

There is also a set of files named after the archive ending in .apt, .const, and .geo. These are likely to be related to the UI placement and animations as they share an extension with EA's custom Flash-based format, however, no tool can view this game's version yet.