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  #1  
Old 20-01-2026, 21:55
dyren dyren is offline
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  #2  
Old 01-02-2026, 03:06
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Detroit Become Human

Answering this question here: https://fileforums.com/showpost.php?...7&postcount=14

Tools used: QB.Unpacker, HXD, XTool (erase, decode functions)

What I've found out:

Language files are mixed in many game archives.

Example:
BigFile_PC.d23
Code:
English -> _ENG -> Offset 16478000
Spanish -> _SPA -> Offset 16899800
and so on.

File names are stored as plain text there. Just go to the offset in HXD (CTRL+G) and read a bit further on the right text until you reach the language code. You can also search for "57 41 56 45 66 6D 74" hex value and read a bit backwards to find the language code. Pattern: CNTR.Hdr - File name - RIFF Wavefmt header

I've extracted the files with QB.Unpacker by EKey from github (you have to compile it with visual studio yourself).

However you have to find out all the files which belongs to what languages yourself. There are thousands of it. The audio files will be stored in COM_SOUND_DATA folder.

In DATA_CONTAINER folder there are video files (KB2j "4B 42 32 6A" header) which you may rip off from the game files with xtool erase function (same for audio files as both are stored as plain text aswell). Unfortunatelly the extracted files are extracted without any file extensions which makes it really hard to tell what files contain what actual data.

Example:
Probably the "Making of" bonus videos for the game (according to the name of the text inside HXD).
Code:
File 7612 -> MAKINGOF_MAKING_DETROIT_JPN (Japanese) -> located in "BigFile_PC.d27" at offset 4F843800.
File 7560 -> MAKINGOF_MAKING_DETROIT (all other languages I guess) -> located in "BigFile_PC.d24" at offset 800.
Probably you can make a small tool which reads the file headers and sort the files in different folders automatically.

Have fun.

Edit: If you erase the extracted files out of the game files with xtool, the game files will have the same size as before but with zero'ed data which will lead to <1% compression ratio for that block inside the file.
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  #3  
Old 01-02-2026, 05:06
Dunnowho69 Dunnowho69 is offline
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Quote:
Originally Posted by KaktoR View Post
Detroit Become Human

Answering this question here: https://fileforums.com/showpost.php?...7&postcount=14

Tools used: QB.Unpacker, HXD, XTool (erase, decode functions)

What I've found out:

Language files are mixed in many game archives.

Example:
BigFile_PC.d23
Code:
English -> _ENG -> Offset 16478000
Spanish -> _SPA -> Offset 16899800
and so on.

File names are stored as plain text there. Just go to the offset in HXD (CTRL+G) and read a bit further on the right text until you reach the language code. You can also search for "57 41 56 45 66 6D 74" hex value and read a bit backwards to find the language code. Pattern: CNTR.Hdr - File name - RIFF Wavefmt header

I've extracted the files with QB.Unpacker by EKey from github (you have to compile it with visual studio yourself).

However you have to find out all the files which belongs to what languages yourself. There are thousands of it. The audio files will be stored in COM_SOUND_DATA folder.

In DATA_CONTAINER folder there are video files (KB2j "4B 42 32 6A" header) which you may rip off from the game files with xtool erase function (same for audio files as both are stored as plain text aswell). Unfortunatelly the extracted files are extracted without any file extensions which makes it really hard to tell what files contain what actual data.

Example:
Probably the "Making of" bonus videos for the game (according to the name of the text inside HXD).
Code:
File 7612 -> MAKINGOF_MAKING_DETROIT_JPN (Japanese) -> located in "BigFile_PC.d27" at offset 4F843800.
File 7560 -> MAKINGOF_MAKING_DETROIT (all other languages I guess) -> located in "BigFile_PC.d24" at offset 800.
Probably you can make a small tool which reads the file headers and sort the files in different folders automatically.

Have fun.

Edit: If you erase the extracted files out of the game files with xtool, the game files will have the same size as before but with zero'ed data which will lead to <1% compression ratio for that block inside the file.
Hopefully someone can make a tool (
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Old 01-02-2026, 05:58
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Here are some other observations.

Language audio files:
Code:
Container Header  17 bytes
File size (CSize) 4 bytes
Unknown           4 bytes
Unknown (some ID) 20 bytes
Unknown           8 bytes 
File name         different bytes lenght according to file name lenght
Language code     3 bytes
Unknown           4 bytes
Riff Wavefmt      16 bytes
Audio files (BKHD container):
Code:
Container Header   12 bytes
Unknown            25 bytes
Unknown (DC_DATA)  8 bytes
File size (CSize)  4 bytes 
Unknown            4 bytes
Unknown            13 bytes
Unknown (COM_CONT) 8 bytes
Unknown            8 bytes
Unknown (LOADCONT) 8 bytes
Unknown            4 bytes
Unknown (CSNDBKDT) 8 bytes
Unknown            4 bytes
Unknown            4 bytes
BKHD Header        4 bytes
Video files (not required because you could simply use Mesa to extract or just use xtool bink plugin):
Code:
Container Header   12 bytes
Unknown            25 bytes
Unknown (DC_DATA)  8 bytes
Unknown            4 bytes
File size (CSize)  4 bytes
Unknown            4 bytes
Unknown            14 bytes
File size (CSize)  4 bytes (some other file size which differ slightly from first file size)
Unknown            4 bytes
Unknown            18 bytes
File size (CSize)  4 bytes (again some other file size which differ slightly from first file size)
Unknown            14 bytes
Unknown (repeat 1) 4 bytes
Unknown (repeat 2) 4 bytes
Unknown            12 bytes
Unknown (COM_CONT) 8 bytes
Unknown            8 bytes
Unknown (VIDEORES) 8 bytes
Unknown            9 bytes
File name          different bytes lenght according to file name lenght
Language code      3 bytes (only JPN)
Unknown            4 bytes
Bink Header        4 bytes
Attached Files
File Type: 7z samples.7z (24.98 MB, 6 views)
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  #5  
Old 08-02-2026, 11:55
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I think delzorec is better but needs more i/o operation.

However if you want to use delzorec:
1. Include delzorec inside your setup file or compressed game archives (if in setup.exe file then make sure that installer extract it in installation folder).
2. Run delzorec.exe with required parameters directly from installer script after installation is success or simply let it run a batch file from installation folder as working dir.
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  #6  
Old 09-02-2026, 01:57
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can someone help me. i have some .wem files i extracted from silent hill f .pak using this tool. the extracted wem files are playable. most of them contain pcm wav. i tried to compress them using msc but it doesnt work (gives same output as input file). i can see fitgirl used oggre on her repack but i cant find any ogg data in .wem files. i tried to compress .wem with oggre_wwise but still gave same output. wemtool also doesnt help much.
edit: attached sample
Attached Files
File Type: 7z 11.7z (2.95 MB, 4 views)
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  #7  
Old 09-02-2026, 02:19
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This is audiokinetic wwise format (ogg vorbis), not pcm.

Use wemtool on them.

PS: Skip all wem file below 100kb, otherwise you will get negative ratio.

2.88mb -> 2.64mb

Edit: I extracted all audio files from the pak file and processed them with wemtool.
Result: 8.14GB -> 7.61GB
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  #8  
Old 10-02-2026, 22:49
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Quote:
Originally Posted by KaktoR View Post
This is audiokinetic wwise format (ogg vorbis), not pcm.

Use wemtool on them.

PS: Skip all wem file below 100kb, otherwise you will get negative ratio.

2.88mb -> 2.64mb

Edit: I extracted all audio files from the pak file and processed them with wemtool.
Result: 8.14GB -> 7.61GB
also i can see some of the files (20mb+) contains multiple bik headers. are those actual bik files and if yes are they compressable ?
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Old 11-02-2026, 05:27
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^^
Check first if you can play them with bink player. Or check with Mesa.
Secondly, if they are KB2n, they are not supported by bpk.
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  #10  
Old 14-02-2026, 12:29
wrathma wrathma is offline
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Quote:
Originally Posted by Masquerade View Post
^^
Check first if you can play them with bink player. Or check with Mesa.
Secondly, if they are KB2n, they are not supported by bpk.
they are not playable through rad video tools and bpk doesnt compress them.
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  #11  
Old 12-02-2026, 09:23
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Mewgenics
you have to extract ogg otherwise you will get crc errors on installaion that's why input size is bigger than original size (4.57GB vs 6.32GB) but output will get smaller this way (3.07GB vs 2.77GB).

Code:
 17:59:55 - Selected ARC/DS method for Data1a-01.bin was: msc_tak:mp3=0:ddsraw=0:wav=1:raw=1:bmf=9:TAK=9:bmp=1:lzma,bt4,fb128,lc8+xtool:c128mb:mzlib:reflate:dd3+4x4:b64mb:lzma:ultra:64m:bt4:fb273:lc8:mc1000000
 17:59:55 - Selected ARC/DS method for Data1b-01.bin was: oggre
-----------------------------------------------------------------------------------------------------------------------------------------
 18:19:11 - Overall input size: 6,32 GB
 18:19:11 - Overall output size: 2,77 GB (Ratio 43.84%)
 18:19:11 - Overall conversion time: 00:19:14
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  #12  
Old 14-02-2026, 13:42
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Send sample
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  #13  
Old 16-02-2026, 03:42
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Quote:
Originally Posted by KaktoR View Post
Send sample
cant upload the file here. uploaded it here https://gofile.io/d/HRSRjZ
i might be wrong but opening this in a hex viewer shows that it has multiple "bpk" headers.
also can you help me with compressing the .ucas file (33gb). i know i have to use xtool with ue5 method but i get 0 streams detected there. i couldnt find any aes keys in it and i tried to open the ucas in fmodel and it didnt ask for any aes keys so i think its not encrypted.
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Old 16-02-2026, 04:16
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That's are just some random data. None of them are valid.

What game?
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  #15  
Old 16-02-2026, 04:32
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Quote:
Originally Posted by KaktoR View Post
What game?
silent hill f
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