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#1
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Thanks ^^
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#2
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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 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. 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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Last edited by KaktoR; 01-02-2026 at 03:14. |
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Dunnowho69 (01-02-2026) | ||
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Quote:
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#4
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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 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 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
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Last edited by KaktoR; 01-02-2026 at 06:25. |
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#5
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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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Dunnowho69 (08-02-2026) | ||
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#6
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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 |
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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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Last edited by KaktoR; 09-02-2026 at 03:11. |
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wrathma (09-02-2026) | ||
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#8
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Quote:
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#9
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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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they are not playable through rad video tools and bpk doesnt compress them.
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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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JustFun (30-03-2026) | ||
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#12
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Send sample
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#13
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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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#14
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That's are just some random data. None of them are valid.
What game?
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wrathma (16-02-2026) | ||
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#15
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