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  #3961  
Old 23-05-2024, 07:08
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Quote:
Originally Posted by Masquerade View Post
^^
With that amount of zeroes, that is almost certainly not the correct AES key for this game (or any game).

Run the oodle scanner over the pak or ucas file and you will see streams appear.

Code:
mmermaid,l7:mkraken,l7:9:mzlib
This is where things are going wrong. Just use kraken and mermaid and zlib algos without any extra arguments.
It is. Take "Lords of the Fallen" as an example, where the key looks funny aswell
Code:
0x0200000003000000020000000200000002000000020000000300000003000000
With that key you will get almost all streams and output is better than without. I was surprised aswell.

Furthermore if using DSG, you have to set correct oodle library as parameter (which is just a fake parameter for xtool). In this case the correct parameter should be as follow:
Code:
:core_2.9.10
But I said you have to use the other v2.9.10 library, and even in this case there is a fake parameter possible, namely
Code:
:core_2.9.10:lib_2
which just tells DSG which library to copy near xtool.exe for compressing/decompressing (in this case "oo2core_9_win64_2.dll", which will be renamed to "oo2core_9_win64.dll" from "core_2.9.10" folder).

Edit: I still prefer to run multiple instances for xtool for different codecs because sometimes things will get broken if you use -d1 option and more than one or two methods, at least with current public xtool version and my testing (archive data corrupted and things like that). But honestly I don't know if this has anything to do with xtool or srep or DSG.

In this case I would use something like this for DSG
Code:
xtool:d1:mue5,k0x09000A000A000A000B000C000D000D000D000E000E000F001000120012001200:mmermaid:mkraken:core_2.9.10:lib_2+xtool:mzlib+xtool:dd3+...
Edit 2:
mermaid+kraken / ue5<key>+mermaid+kraken
Code:
Streams: 770978 / 770992
Time: 00:42:03 (CPU 03:21:13)

Size: 29.8 GB >> 51.2 GB

Done!!!

Streams: 865592 / 877159
Time: 00:45:44 (CPU 03:40:22)

Size: 29.8 GB >> 51.9 GB

Done!!!
Did not tested with zlib
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Last edited by KaktoR; 23-05-2024 at 08:54.
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  #3962  
Old 07-06-2024, 09:31
Gillian Gillian is offline
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Quote:
Originally Posted by KaktoR View Post
Here a few others

Final Fantasy XII: The Zodiac Age
ztool pzlib:m2:st50p:t4:c32m:rx:x+srep+lzma:a1:mfbt4:d25 6m:fb273:mc1000000000:lc8
Size: 19.4 GB
Nothing ripped


Final Fantasy Type-0 HD
ztool pzlib:m2:st50p:t4:c32m:rx:x+srep+lzma:a1:mfbt4:d25 6m:fb273:mc1000000000:lc8
Size: 16.3 GB
Nothing ripped
Wrong GAME name on this one needs redoing.
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  #3963  
Old 07-06-2024, 09:53
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Quote:
Originally Posted by Gillian View Post
Wrong GAME name on this one needs redoing.
Don't know what you talking about, but fixed.
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  #3964  
Old 07-06-2024, 13:25
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@Kaktor
Some of my files for Starfield .ba2 keeps erroring out during decompression. Can you help?

Like: Starfield - Terrain01.ba2, Starfield - Textures01.ba2, etc.
I use DSG 2.0.2.0
Method: mstarfield+mreflate+dd+lolz

Should I be compressing them separately?
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  #3965  
Old 07-06-2024, 13:32
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Quote:
Originally Posted by Fak Eid View Post
@Kaktor
Some of my files for Starfield .ba2 keeps erroring out during decompression. Can you help?

Like: Starfield - Terrain01.ba2, Starfield - Textures01.ba2, etc.
I use DSG 2.0.2.0
Method: mstarfield+mreflate+dd+lolz

Should I be compressing them separately?
Do not compress them separately, as you will miss many duplicates.

Use starfield+zlib+reflate instead. All streams which cannot be processed by zlib will processed by reflate instead so "wrong" streams will processed with the correct method.

However in those cases always make testing with a single file, just don't waste your time. If you get errors on a specific file than take that "Starfield - Terrain01.ba2" file to some folder and use starfield+reflate and on a second test starfield+zlib+reflate and test decompression.

I could go even further and tell you to see what specific stream is making problems and extract it from the file, then test things with that specific stream but this would go a bit far for this case I guess.
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Last edited by KaktoR; 07-06-2024 at 13:35.
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  #3966  
Old 07-06-2024, 14:07
Fak Eid Fak Eid is offline
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Quote:
Originally Posted by KaktoR View Post
Do not compress them separately, as you will miss many duplicates.

Use starfield+zlib+reflate instead. All streams which cannot be processed by zlib will processed by reflate instead so "wrong" streams will processed with the correct method.

However in those cases always make testing with a single file, just don't waste your time. If you get errors on a specific file than take that "Starfield - Terrain01.ba2" file to some folder and use starfield+reflate and on a second test starfield+zlib+reflate and test decompression.

I could go even further and tell you to see what specific stream is making problems and extract it from the file, then test things with that specific stream but this would go a bit far for this case I guess.
I'm using the plugin on the DSG, and verified that it already has zlib dll. Should i use that same plugin and external zlib dll too?
Like: mstarfield (this already has zlib) + mzlib + mreflate?

Whatever you said I'll try and DM tomorrow in case of help.
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  #3967  
Old 08-06-2024, 01:54
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Yes, for DSG it is "xtool:mstarfield+xtool:mzlib:mreflate:dd[1..5]" then.
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  #3968  
Old 10-06-2024, 01:28
Fak Eid Fak Eid is offline
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Quote:
Originally Posted by KaktoR View Post
Yes, for DSG it is "xtool:mstarfield+xtool:mzlib:mreflate:dd[1..5]" then.
@kaktor

For file: Starfield - LODTextures.ba2
The compression method with xtool:mstarfield plugin is failing.
Should I be compressing it with zlib+preflate only? Or seperately?
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  #3969  
Old 10-06-2024, 01:59
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Quote:
Originally Posted by Fak Eid View Post
@kaktor

For file: Starfield - LODTextures.ba2
The compression method with xtool:mstarfield plugin is failing.
Should I be compressing it with zlib+preflate only? Or seperately?
What exact method you are using? Works fine here

Code:
 10:50:30 - Selected ARC/DS method for Data1a-01.bin was: xtool:mstarfield+xtool:mzlib:mreflate

---------------------------------------------------------------------------------------------------------------------------------------------------------
 Creating Data1a-01.bin file, Please Wait...
---------------------------------------------------------------------------------------------------------------------------------------------------------
FreeArc 0.67 (March 15 2014) creating archive: Conversion_Output\Data1a-01.bin
Compressed 1 file, 4,220,084,222 => 9,653,812,057 bytes. Ratio 228.76%
Compression time: cpu 3.98 sec/real 293.03 sec = 1%. Speed 14.40 mB/s
All OK

---------------------------------------------------------------------------------------------------------------------------------------------------------
 Extracting Data1a-01.bin file, Please Wait...
---------------------------------------------------------------------------------------------------------------------------------------------------------
FreeArc 0.67 (March 15 2014) extracting archive: Conversion_Output\CONVERSION\Data1a-01.bin
Extracted 1 file, 9,653,812,057 => 4,220,084,222 bytes. Ratio 228.76%
Extraction time: cpu 6.53 sec/real 143.69 sec = 5%. Speed 29.37 mB/s
All OK
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  #3970  
Old 14-06-2024, 07:14
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hello
I've got some question, its about "terminator dark fate"
the is a file called "basis.pak".
I'ts a PKZIP file (zip 2.0 with a password)
this file contains several files (animation,textures,sound ect)

In this file I extracted with sfk/partcopy a block from byte 882682388 to 4507627948.

I obtain a new file called sound.pak with is aroung 3.7Go.
it's again a PKZIP file with the same password of the big file...

I would like to know how to compress it , my first idea was to use xtool/flac or msc, but seems to not working (probably because password and packed)

I think the right way is to uncompress/decode compress then during installation use batch with sfk to re inject sound in basis.pak ...

thanks for your help

Last edited by wareck; 14-06-2024 at 07:21.
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  #3971  
Old 14-06-2024, 08:48
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Quote:
Originally Posted by wareck View Post
hello
I've got some question, its about "terminator dark fate"
the is a file called "basis.pak".
I'ts a PKZIP file (zip 2.0 with a password)
this file contains several files (animation,textures,sound ect)

In this file I extracted with sfk/partcopy a block from byte 882682388 to 4507627948.

I obtain a new file called sound.pak with is aroung 3.7Go.
it's again a PKZIP file with the same password of the big file...

I would like to know how to compress it , my first idea was to use xtool/flac or msc, but seems to not working (probably because password and packed)

I think the right way is to uncompress/decode compress then during installation use batch with sfk to re inject sound in basis.pak ...

thanks for your help
password
Code:
oKoo$]bnGTKJLMNBA9A
Thanks to masquerade

PS: The password is stored as plain text in trm.exe
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Last edited by KaktoR; 14-06-2024 at 08:52.
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  #3972  
Old 14-06-2024, 09:05
wareck wareck is offline
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yes I have already found the password.
Now I try to find a way to compress/decompress the separate pak files

I need to unpack zip, compress with arc then make a batch to rebuild files likes on the game inital structure ?

Last edited by wareck; 14-06-2024 at 09:16.
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  #3973  
Old 14-06-2024, 09:55
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I would try to compress the files with zip with same zip settings and password, then make diff patch to patch files back to original. Not sure if this will work, could be difficult because of the password protection.
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  #3974  
Old 14-06-2024, 10:31
wareck wareck is offline
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yes it's more or less what I tried

In fact this file, basis.pak was uses as a mounted drive/partition
There is a structure like if they done an usb/harddrive image.

I'm starting a test, maybe the game do not check the crc of this file.
in this case probably I may unpack/repack without problem

I'll give an update this evening
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  #3975  
Old 14-06-2024, 12:42
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Game runs with unpacked data.
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