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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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