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How to Unpack setup.exe
2 Attachment(s)
I'm currently working on, To find out the best compression methods than repacker...
They have also same brain and i'm also. Use for educational purpose .... when am extracting rg setup , i have an error while unpacking their setup. but other repacker's setup exe easily unpacked why rg not If you know about setup extraction. Just give the answer. This is the error i got it. and i'm using innoextract.exe to unpack setup.exe |
Instead of inno extract, use inno unpacker
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inno unpacker also repeat same error info.
when i open rg and normal compiled setup... In resource hacker it showed that RCDATA ony one in rg Instead of multiple posts one after the other, EDIT your post & add info. |
Ok, let me see and check your setup.exe
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Our compiled setup has 4 RC DATA named CHARTTABLE,DVCLAL,PACKAKGEINFO and 11111
i also tried editing setup.e32 loader of inno setup compiler but my badness acheived same problem |
i also try to find a method to secure my setup from easy unpackers etc.. :/
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check out libraries from altef_4
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@omdj: Try to ask him to do some magic (if he don't have other things to do lol).
But i doubt. |
@KaKtoR: I also doubt it.
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This is my understanding of the situation: Unless you're going to use something like Winhex to capture archive passwords during setup for educational purposes or whatever, extracting a Setup is not going to reveal the exact compression methods used. You can guesstimate what methods were used to an extent by simply running a setup executable, then go to run, type in "%temp%" without the inverted commas, look for the appropriate folder where the setup executable has extracted it's temporary assets, and examine the folder for relevant compression tools like srep.exe, precomp, msc, arc.ini etc. You'll then have an idea of which methods to use and the rest is trial and error.
You'll probably be able to achieve albeit better ratios compared to outdated conversions simply because there are some updated compressors available, but this will vastly differ from game to game. Some of these "conversions" were done using tools that extracts assets that're crammed into a single archive (like .sfar for Mass Effect 3 DLC) with the help of a third party tool, then inflated, then compressed with better ratios for achieving a reduced conversio size, and then the original asset archive is rebuilt during the extraction with lossless asset data, though this process changes the game's original asset archive's hash due to the rebuilding process despite carrying the same data, which is a very common phenomenon for RG's Unreal Engine based conversions. This process isn't going to reveal itself even if you could get access to the archive as you'll need to learn the usage of the third party tool as well to recompile the game asset archive that's done by the setup executable. Something like process explorer could be helpful in revealing the command line arguments used. |
i have a method too , edit and modify inno setup and then i used to compiled
but Rg repacks uses special modified tool to compile the setup. |
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Those custom "setup.exe" was made to protect "*.bin" password. (Which mean we're not allowed to see the compression method) Try Olly debugger with some extensions. Godspeed :) |
If you want to see pass Just use innounpacker to make compiledcode.bin
and then see the pass of any setup compiled with inno 5.5.1 or 0 |
we can use inno custom to compile the setup and then no one can decompile it.....done by you buddy
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