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All of the files contain wem audio and lots of other stuff which I didn't checked yet (and probably never will be becuase of over 1 million files). I assume that unpack for all files on SSD is over in probably 20 minutes, while repacking on a SSD is finished in probably 25/30 minutes (disabled AV).
I already did a test for merging all the patch files into their parent archives, which works great and reduce the size by ~6GB, unfortunatelly the game crash if you start a level. Maybe "packagedefinition.txt" or some hex editing is the key but don't know anything about it. However I added a test on a SSD on my previous test |
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FYI, wemtool will not work on the Hitman 3 files because they do not use .wem extensions. I did try to make a custom version for Hitman 3 but there was some error and I can't quite remember it.
@KaktoR you can decrypt PackageDefinition.txt using h6xtea. I have included an archive below using files from my personal Hitman 3 installation showcasing this tool and a decrypted PackageDefinition.txt |
WemTool work on them. You just have to rename file extension to WEM (WWES and WWEM files).
*.GFXV = USM video? Code:
CRIUSF_DIR_STREAM�fmtver�filename�filesize�datasize�stmid�chno�minchk�minbuf�avbps�video.usm�Intro__00000.bmp�:Intro_ENG.FL.wav |
UnrealKey
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UnrealKey is a tool for automatically finding the AES-256 decryption keys for Unreal Engine 4 encrypted pak files.
Pass the path to a game's executable as an argument to UnrealKey.exe, and it will launch the game and attempt to detect the loading and decryption of encrypted pak files. If successful, the decryption key(s) will appear in the output, usually within a few seconds of launching the game. Example output Code:
[11976] starting TetrisEffect.exeCurrently, only 64-bit Windows games are supported. Games using Steam DRM should work (without needing to manually create a steam_appid.txt file), as long as the Steam client is open and logged in (and the game is actually in your library). If you're having trouble with a particular game, try running it through Steamless first. Games using anti-cheat software will most likely not work, since this tool doesn't make any attempt to circumvent it. This has not been tested with a large number of games yet. If you have a UE4 game that uses encrypted pak files and UnrealKey doesn't seem to detect the decryption keys correctly, please open an issue and include the entire output from the program (but also please be sure to note the above as well). |
Anyone tried Ace combat assault horizon with Unrealkey.exe?
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Ace Combat has it's own encryption scheme outside of standard UE4 scheme.
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Recode FLAC to MP3 with FFMPEG
Code:
for /r %%f in (*.FLAC) do ffmpeg -i "%%f" -ab 320k -map_metadata 0 -id3v2_version 3 "%%~df%%~pf%%~nf.mp3"or for direct usage in CMD: Code:
for /r %f in (*.FLAC) do ffmpeg -i "%f" -ab 320k -map_metadata 0 -id3v2_version 3 "%~df%~pf%~nf.mp3" |
Unpakke
http://www.nullsecurity.org/unpakke
Used to repack Rayman Legends, and other games. Use 0.4b for CLI |
DATOneArchiver
Currently does not support compression of LZ2K as used in later LEGO games. https://github.com/yodadude2003/DATOneArchiver By yodadude2003 |
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LEGO Worlds: No DAT Patch for Build 3833060
https://i.ibb.co/LgXJ7n5/1.png After: https://i.ibb.co/7jss45c/2.png Just a taster of what's to come ;) |
do you happen to know what the significance behind the byte change is? A few months ago I (unsuccessfully) attempted to figure out the patching process but didn't have much luck even after extensive analysis of the executable with Ghidra, I did however note the byte change but alas was unable to determine the significance.
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HxD is a powerful tool. Some of the files comes with encryption from developers to prevent modders from modding and stuff.
No matter how stronger the encryption, they can't break the file, and a file type is recognized by their headers. An example, Link |
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The Alien Cube PAK Decryption Tool
Project page here. |
BankDumper
https://github.com/Masquerade64/BankDumper |
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they both hold wem files which oggre can compress also i am working on something this community will love :D 90% done |
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Since Gupta no longer continues with his designer thanks |
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Bink Compressor Patch
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Some cls I created after my first use of bpk... which was on Watch Dogs videos and it produced some error and from what I understand is that some videos cause bpk to bug out so this cls-bpt (bpk patch) just tries to filter out the videos that cause these errors. (You do not gain ratio from these videos as they are just skipped)
If the code used in cls-bpk.dll is the same as bink_pack.exe then this should work without problems (same goes for the decoder). The principle of cls-bpt is bk2 videos are scanned and, both encoded and decoded by bink_pack.exe and bink_unpack.exe respectively, if either one of them fail then the data is not passed through the original cls-bpk. This will avoid the "motion data" error message and a possible crash afterwards. Given the involvement of bink_pack.exe and bink_unpack.exe, this means that every single video is at least encoded twice and decoded once when compressing and this will probably more than half the speed performance than when using bpk originally however when decompressing, the speed remains the same :) Required files when compressing Code:
bink_pack.exeCode:
cls-bpk_u.dllNotes Only use this cls when you are having issues with bpk as there is no telling if bpt will produce errors of its own or if it will affect ratio. This only focuses on bk2 videos. |
PhxTools
Used to extract encrypted *.ERA files in Halo Wars: DE.
https://github.com/HaloMods/HaloWars...es/tag/v.1.0.7 |
God of War - Database
Code:
God of War - Sound Bankslvl_for000.sbp | 0 - 20320 |, then use | 0 - 20319 | |
Freeware Hex Editor XVI32
XVI32
http://www.chmaas.handshake.de/delph...vi32/xvi32.htm It is just like any Hex Editor, but it supports command line usage. One application of the XVI32 is GOW SBP Tool. |
GOW SBP Tool
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Usage :
Put the contents under "GodOfWar\exec\wad\pc_le\soundbanks" and run "GOW SBP Tool v1.0.bat" It will remove all content before BKHD and make your .sbp compatible with QBMS script. For more info, click here. Quote:
Masquerade provided some useful batch commands. Note : All i did was give the idea of conversion and wrote the batch, XVI32 still does the job. I have provided the database for manual method one post above. |
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TearDownDecrypt.NET
Code:
[External compressor:TearDownDecrypt.NET]
Code:
TearDownDecrypt.NET.exe <encrypted file> <decrypted file> |
Upon extracting audio from sound banks, you might encounter .dat files.
they are not named as .wav because their header isn't "RIFF". You can convert it to a compatible .wem that works with WemTool. Delete everything in HxD until you see "RIFF". |
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GOW SBP Tool Update v.1.1
Changes : Code:
Fixed bunch of scripts which weren't properly converted.I can't edit the main post for some reasons. |
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Modifed Gust PAK Tool for Atelier Sophie 2
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God of War - Database II
Code:
God of War - .DAT Database124 Files, because other banks are not worth it. After 124 All .sbp < 1MB |
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Forza Horizon 3 Filename Cipher
Code:
l = a
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TAK: (T)om's lossless (A)udio (K)ompressor
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Data Sheet for Weird West: Build 8447248
Code:
Nova-WindowsNoEditor.pak |
Tools for decompressing ZenStudios ".pxp" archives
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Disclaimer: These tools are largely proof-of-concept and decompress MOST assets for MOST of the titles using this archive type (titles developed by the aforementioned ZenStudios).
It's recommended to use the attached QuickBMS script, as this is more compatible with "*.pxp" archives. Again I'd like to reiterate, these tools aren't useful at all for processing archives, to be re-compressed, but represent a groundwork for potential researchers to build off of. |
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LA 0.4b Lossless Audio Compressor from FreeArc
This programs slow! Compression ratio its average 35-50% percentage. Code:
[External compressor:la]Code:
packcmd = {compressor} $$arcdatafile$$.wav $$arcpackedfile$$.laSource: 1 380 802 638 byte TAK -p4m: 330 493 043 byte (~450s) LA normal: 326 997 420 byte (~2294s) LA high, noseek: 327 872 609 byte (~1555s) |
WAV/WEM Extractor
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Usage:
Code:
Syntax: WAVExtractor <input file> <output path> [-r]- The audio may be a .WEM file, in which case you can use ww2ogg to convert it to playable OGGs. Please report back bugs, Thank you. |
A Sad Hash Checker | SHC
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A simple CLI tool to compute/verify hash of files present in specified directory.
Usage: Code:
SHC <directory>Please report back bugs, Thank you. |
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KVS Toolbox
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A Sad Offset Finding Tool | SOF
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Code:
Syntax: SOF <extracted_stream> <main_data>Drawbacks: 1. Slower than you would expect. 2. Files size of more than 2Gigabytes are not supported. If you're sure that the stream is inside but the tool doesn't detect it, it's because i splitted the search in two to use two threads, so the file's one half might be left on the other side and not caught by the tool. Note: That -1 difference in the screenshot is HxD way of working, if you want to use HxD always consider one less offset than original. E.g Start offset : X, End offset : Y for HxD, Block would be X to (Y - 1) Please report back bugs, Thank you. |
KVSExtractor
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Code:
Syntax: KVSExtractor <audio_archive> <output_path>-> Similiar to WAVExtractor. -> Slightly slower than kvs_extractor. CRC compared with kvs_extractor, The Mismatch image is "64.kvs" last audio file in the archive, when compared with "64.kvs" from kvs_extractor. Upon checking, turns out "kvs_extractor" leaves 1 byte at the end of file (not that it matters when you use diff patch in the end). Compiled in a Hurry, might have some old source code of WAVExtractor left, since i refactored the source code to look for "KOVS" header. Edit: Hotfix uploaded. |
Bank Dumping Tool | BDT
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Updated version of Masquerade BDT,
Update Notes: Code:
-> Added Support for Multiple HeadersCode:
Syntax: BDT <input_bank> <output_directory> [.ext]Code:
Syntax Example: BDT example_bank.pck out .bnk |
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