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 Post subject: PT PS4 (Fox Engine)
PostPosted: Thu Dec 01, 2016 7:41 am 
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Hello people!

The ps4 scene has decrypted PT so all files can be analized.

The backup published contains some binary files from ps4 and a big file called pfs_image.dat (1,25Gb). This big file contains practically the entire game. (So, I don't know if I can publish a download link)

pfs_image.dat contains:

sce_module
sce_sys
chunk1.psarc (fully extractable and readable)
eboot.bin
pathid_list_ps4.bin
sce_discmap.plt
texture.qar ( I don't know how to extract this file)

Here are some FPK, FPKD & PFTXS files for everyone that want to take a look.

http://download1619.mediafire.com/tkdda ... player.rar

http://download2025.mediafire.com/ymlvi ... common.rar

http://download1485.mediafire.com/rqy3j ... /start.rar

http://download1069.mediafire.com/t1ygc ... ending.rar

http://download1859.mediafire.com/31tqa ... allway.rar

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 Post subject: Re: PT PS4 (Fox Engine)
PostPosted: Thu Dec 01, 2016 8:32 am 
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FPK & FPKD format is the same as MGSV, but they're encrypted like the LUA and other files. Use MGSV_ResDec and then the FPK tool. PFTXS, on the other hand, isn't encrypted.


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 Post subject: Re: PT PS4 (Fox Engine)
PostPosted: Thu Dec 01, 2016 10:44 am 
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Jonathan Ingram wrote:
FPK & FPKD format is the same as MGSV, but they're encrypted like the LUA and other files. Use MGSV_ResDec and then the FPK tool. PFTXS, on the other hand, isn't encrypted.



Thanks! 3d models works perfectly. Have you found a method for obtain the textures.qar file?

Edit:

A tool was published for open the PFS_Image Files, but now I can't figure out the textures.qar with correct names.

Image Image

there is a file called pathid_list_ps4.bin that can be used with MGSV_QAR_Tool but crashes.

https://github.com/maxton/GameArchives/ ... -0.7.0.zip (credits to maxton)


Last edited by luxox18 on Fri Dec 02, 2016 5:43 am, edited 1 time in total.

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 Post subject: Re: PT PS4 (Fox Engine)
PostPosted: Thu Dec 01, 2016 11:58 pm 
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luxox18 wrote:
A tool was published for open the PFS_Image Files, but now I can't figure out the textures.qar with correct names.

Thanks for linking the tool. As for the QAR archive, we're probably gonna have to construct a new dictionary.txt for PT. I noticed there's a good number of files with the full texture name paths in them so I'll look around and try to identify all I can.


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 Post subject: Re: PT PS4 (Fox Engine)
PostPosted: Fri Dec 02, 2016 12:02 am 
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Jonathan Ingram wrote:
luxox18 wrote:
A tool was published for open the PFS_Image Files, but now I can't figure out the textures.qar with correct names.

Thanks for linking the tool. As for the QAR archive, we're probably gonna have to construct a new dictionary.txt for PT. I noticed there's a good number of files with the full texture name paths in them so I'll look around and try to identify all I can.


you can find all names of the textures.qar content in the file pathid_list_ps4.bin but sincerely I'm not very familiarized with fox engine


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 Post subject: Re: PT PS4 (Fox Engine)
PostPosted: Fri Dec 02, 2016 2:16 pm 
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Texture.qar is the same format as Ground Zeroes, except there's no encryption. Use this to unpack
Code:
MGSV_QAR_Tool texture.qar -u

Though extentions will be wrong until EBOOT.BIN is decrypted.

UPD:
Aha, so it's actually not GZ, it's PastGen TPP with one single difference.
I used the last integer in the file to determine the version: 0x14 for GZ and 0x24 for TPP. However in PT this integer is set to 0x14 while the hash algorithms are TPP ones. So if you want to extract texture.qar with proper extentions change that last integer to 0x24 via Hex Editor.


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 Post subject: Re: PT PS4 (Fox Engine)
PostPosted: Fri Dec 02, 2016 8:25 pm 
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I don't know if it'll be usefull for you but by reading LUA files I saw:

Quote:
-- Register extension information for package creation
if EditableBlockPackage then
EditableBlockPackage.RegisterPackageExtensionInfo( {
{ "fmdl", false }, -- Drawing model data file
{ "geom", false }, -- Atari data file
{ "gskl", false },
{ "fcnp", false },
{ "frdv", false },
{ "fdes", false },
{ "gani", false },
{ "lani", false },
{ "sani", false },
{ "sand", false },
{ "evb", false },
{ "mtar", false },
{ "caar", false },
{ "uif", false },
{ "uia", false },
{ "uilb", false },
{ "uigb", false },
{ "mog", false },
{ "fclo", false },
{ "rdf", false },
{ "lba", false }, --locater binary array
{ "dmy", false }, -- Dummy file
{ "pcsp", false },
{ "ladb", false },

{ "lua", true }, -- Lua Script file
{ "sdf", true },
{ "fsd", true },
{ "lad", true },
{ "sim", true },
{ "ph", true },
{ "phsd", true },
{ "tgt", true },
{ "bnd", true },
{ "des", true },
{ "path", true },
{ "veh", true },
{ "clo", true }, -- Cross configuration file
{ "fcnpx", true }, -- Parts Builder · Extended Connect Point File
{ "vfxlf", true },
{ "vfx", true }, -- Effect / definition file
{ "parts", true }, -- Part Builder · Definition File
{ "evf", true },
{ "fsml", true },
{ "fage", true }, -- Motion graph / graph piece file
{ "fago", true }, -- Motion graph
{ "fag", true }, -- Motion graph · Route graph file
{ "fagx", true }, -- Motion graph / layer definition file
{ "aibc", true }, -- AI behavior category file
{ "aib", true }, -- AI behavior / definition file
{ "uil", true }, -- Ui Layout file
{ "uig", true }, -- UiGraph file
{ "testd", true }, -- Test file
{ "fox2", true }, -- Object arrangement / property data file
{ "fxp2", true } -- Unused
} )
end


and for peoples want to get model names
Quote:
this = {}

--Baby
Gimmick.AddPartsPath{ partName = "Baby", path = "/Assets/sh/parts/chara/bab/bab0_main0_def.parts" }
Gimmick.AddMotionPath{ key = "Baby", path = "/Assets/sh/motion/SI_game/fani/bodies/bab0/bab0/bab0_m00_020.gani" }
Gimmick.AddMotionPath{ key = "Baby3", path = "/Assets/sh/motion/SI_game/fani/bodies/bab0/bab0/bab0_m00_030.gani" }
Gimmick.AddMotionPath{ key = "Baby4", path = "/Assets/sh/motion/SI_game/fani/bodies/bab0/bab0/bab0_m00_040.gani" }

--Ocho
Gimmick.AddPartsPath{ partName = "Ocho", path = "/Assets/sh/parts/chara/och/och0_main0_def.parts" }
Gimmick.AddMotionPath{ key = "Ocho", path = "/Assets/sh/motion/SI_game/fani/bodies/och0/och0/och0_m01_011.gani" }
Gimmick.AddMotionPath{ key = "OchoStop", path = "/Assets/sh/motion/SI_game/fani/bodies/och0/och0/och0_m01_021.gani" }
Gimmick.AddMotionPath{ key = "OchoDash", path = "/Assets/sh/motion/SI_game/fani/bodies/och0/och0/och0_m01_012.gani" }

--CeilLamp
Gimmick.AddPartsPath{ partName = "CeilLamp", path = "/Assets/sh/parts/chara/lte/lte0_main0_def_v00.parts" }
Gimmick.AddMotionPath{ key = "CeilLamp", path = "/Assets/sh/motion/SI_game/fani/bodies/lte0/lte0/lte0_m00_010.gani" }
Gimmick.AddMotionPath{ key = "CeilLampStrong", path = "/Assets/sh/motion/SI_game/fani/bodies/lte0/lte0/lte0_m00_020.gani" }

--Freezer
Gimmick.AddPartsPath{ partName = "Freezer", path = "/Assets/sh/parts/chara/frz/frz0_main0_def.parts" }
Gimmick.AddMotionPath{ key = "Freezer", path = "/Assets/sh/motion/SI_game/fani/bodies/frz0/frz0/frz0_m00_010.gani" }
Gimmick.AddMotionPath{ key = "FreezerStrong", path = "/Assets/sh/motion/SI_game/fani/bodies/frz0/frz0/frz0_m00_020.gani" }

--Bag
Gimmick.AddPartsPath{ partName = "Bag", path = "/Assets/sh/parts/chara/pab/pab0_main0_def.parts" }
Gimmick.AddMotionPath{ key = "BagTalk", path = "/Assets/sh/motion/SI_game/fani/bodies/pab0/pab0/pab0_m00_010.gani" }

return this


PS bis: MtarTool work on P.T MTAR files :D


Last edited by devilsnake88 on Sat Dec 03, 2016 10:55 am, edited 2 times in total.

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 Post subject: Re: PT PS4 (Fox Engine)
PostPosted: Fri Dec 02, 2016 8:27 pm 
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Nice to see more being done with the files. But it seems the player.rar link is down. Might need a reupload of that one.


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 Post subject: Re: PT PS4 (Fox Engine)
PostPosted: Fri Dec 02, 2016 8:49 pm 
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Solidcal wrote:
it seems the player.rar link is down. Might need a reupload of that one.


Are you sure? It's up on my end, just wait a little for it to "repair" the link


Weird models that are in the files but I don't remember being in PT, anywhere:
"DOL" http://i.imgur.com/tCnUYTX.jpg
"HSH" http://i.imgur.com/Q6cYxGd.jpg 3dsMax: http://i.imgur.com/1Lo9Wg7.jpg
Don't know what they are, I don't know what they're doing here and they're odd.


Last edited by caplagrobin on Fri Dec 02, 2016 9:04 pm, edited 1 time in total.

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 Post subject: Re: PT PS4 (Fox Engine)
PostPosted: Fri Dec 02, 2016 9:01 pm 
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Sergeanur wrote:
Texture.qar is the same format as Ground Zeroes, except there's no encryption. Use this to unpack
Code:
MGSV_QAR_Tool texture.qar -u

Though extentions will be wrong until EBOOT.BIN is decrypted.

UPD:
Aha, so it's actually not GZ, it's PastGen TPP with one single difference.
I used the last integer in the file to determine the version: 0x14 for GZ and 0x24 for TPP. However in PT this integer is set to 0x14 while the hash algorithms are TPP ones. So if you want to extract texture.qar with proper extentions change that last integer to 0x24 via Hex Editor.



thanks a lot, now the extensions are correct!

also, the EBOOT is already decrypted...


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 Post subject: Re: PT PS4 (Fox Engine)
PostPosted: Fri Dec 02, 2016 9:20 pm 
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caplagrobin wrote:
Solidcal wrote:
it seems the player.rar link is down. Might need a reupload of that one.


Are you sure? It's up on my end, just wait a little for it to "repair" the link


Weird models that are in the files but I don't remember being in PT, anywhere:
"DOL" http://i.imgur.com/tCnUYTX.jpg
"HSH" http://i.imgur.com/Q6cYxGd.jpg 3dsMax: http://i.imgur.com/1Lo9Wg7.jpg
Don't know what they are, I don't know what they're doing here and they're odd.

Ah now it works, odd. Also I am guessing those models were maybe some of the messed up enemies that were gonna be in the full silent hills game maybe?


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 Post subject: Re: PT PS4 (Fox Engine)
PostPosted: Fri Dec 02, 2016 10:26 pm 
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caplagrobin wrote:
Solidcal wrote:
it seems the player.rar link is down. Might need a reupload of that one.


Are you sure? It's up on my end, just wait a little for it to "repair" the link


Weird models that are in the files but I don't remember being in PT, anywhere:
"DOL" http://i.imgur.com/tCnUYTX.jpg
"HSH" http://i.imgur.com/Q6cYxGd.jpg 3dsMax: http://i.imgur.com/1Lo9Wg7.jpg
Don't know what they are, I don't know what they're doing here and they're odd.


HSH model is from the first Silent Hills trailer but DOL I don't know.


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 Post subject: Re: PT PS4 (Fox Engine)
PostPosted: Fri Dec 02, 2016 10:34 pm 
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luxox18 wrote:
HSH model is from the first Silent Hills trailer but DOL I don't know.


It is, definitely! https://youtu.be/gY91vV0rWr4?t=1m2s It's oversized, too. Just what is it doing here...


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 Post subject: Re: PT PS4 (Fox Engine)
PostPosted: Sat Dec 03, 2016 1:57 am 
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Sergeanur wrote:
Texture.qar is the same format as Ground Zeroes, except there's no encryption. Use this to unpack
Code:
MGSV_QAR_Tool texture.qar -u

Though extentions will be wrong until EBOOT.BIN is decrypted.

UPD:
Aha, so it's actually not GZ, it's PastGen TPP with one single difference.
I used the last integer in the file to determine the version: 0x14 for GZ and 0x24 for TPP. However in PT this integer is set to 0x14 while the hash algorithms are TPP ones. So if you want to extract texture.qar with proper extentions change that last integer to 0x24 via Hex Editor.


Could you or someone post a screenshot as to what exactly I'm editing in HxD? Thanks!


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 Post subject: Re: PT PS4 (Fox Engine)
PostPosted: Sat Dec 03, 2016 10:20 am 
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PeeTee wrote:
Sergeanur wrote:
Texture.qar is the same format as Ground Zeroes, except there's no encryption. Use this to unpack
Code:
MGSV_QAR_Tool texture.qar -u

Though extentions will be wrong until EBOOT.BIN is decrypted.

UPD:
Aha, so it's actually not GZ, it's PastGen TPP with one single difference.
I used the last integer in the file to determine the version: 0x14 for GZ and 0x24 for TPP. However in PT this integer is set to 0x14 while the hash algorithms are TPP ones. So if you want to extract texture.qar with proper extentions change that last integer to 0x24 via Hex Editor.


Could you or someone post a screenshot as to what exactly I'm editing in HxD? Thanks!


Image



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