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 Post subject: Netease Games Tool + Research (Onmyoji, RoS, RMA etc.)
PostPosted: Mon Apr 16, 2018 12:47 am 
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UPDATE

I was able to finish my tool, thanks to AceWell figuring out the encryption key. Now it can load the skeleton too. Also it seems to work fine with Onmyoji and Crusaders of Light too, at least for the mobile versions.

Here is a preview of the program.

Image

Load your file/folder from the "File" menu. Select the model from the list. Export it as OBJ or IQE (skinned).
How to open/convert IQE: viewtopic.php?p=138153#p138153

For getting the textures read the posts below.

Viewer: http://www.mediafire.com/file/m6d90s8j6 ... A_Upd3.rar

F7C File Extractor: http://www.mediafire.com/file/z0pyyy6kn ... ractor.rar

Example exported model:

Image


Last edited by akderebur on Thu Aug 02, 2018 6:27 pm, edited 5 times in total.

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 Post subject: Re: Rebellious Million Arthur Tool + Research
PostPosted: Mon Apr 16, 2018 3:20 am 
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akderebur wrote:
I have absolutely no idea for the textures. I put some random files that aren't related to model/skeleton in the "other" folder. They might be the textures but I am not sure.

yeah they're textures, but they have some light encryption i think, at least in the 128 byte header.
unfortunately encryption is not my area outside of simple xoring so i don't know any more to say. :(

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 Post subject: Re: Rebellious Million Arthur Tool + Research
PostPosted: Mon Apr 16, 2018 9:08 am 
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AceWell wrote:
they have some light encryption i think, at least in the 128 byte header.

I see, that actually makes sense. I wasn't able to find anything useful in the character headers, so that would explain it.

Thanks for taking a look, at least I know which files to focus on now. Encryption isn't my forte either, but I will give it a try.

Edit :

I guess I won't go much further with the encryption. It might be easier trying to get the textures manually, without the header info. I tried using the TextureFinder, but wasn't fully successful.

It looks like something if I select block compression, but couldn't get the texture properly. Any idea what the image/pixel format might be?

Image


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 Post subject: Re: Rebellious Million Arthur Tool + Research
PostPosted: Mon Apr 16, 2018 3:11 pm 
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being from a mobile game is a good chance they're using some type of mobile compression,
you can open the raw data in PVRTextool and test various formats.

edit
now i see this byte pattern in the encrypted headers and it is looking like xor based on the results :D
Code:
7A 7B 7C 7D 7E 7F 80 81 82 83 84 85 86 87 88 89
8A 8B 8C 8D 8E 8F 90 91 92 93 94 95 96 97 98 99
9A 9B 9C 9D 9E 9F A0 A1 A2 A3 A4 A5 A6 A7 A8 A9
AA AB AC AD AE AF B0 B1 B2 B3 B4 B5 B6 B7 B8 B9
BA BB BC BD BE BF C0 C1 C2 C3 C4 C5 C6 C7 C8 C9
CA CB CC CD CE CF D0 D1 D2 D3 D4 D5 D6 D7 D8 D9
DA DB DC DD DE DF E0 E1 E2 E3 E4 E5 E6 E7 E8 E9
EA EB EC ED EE EF F0 F1 F2 F3 F4 F5 F6 F7 F8 F9


using that key reveals a ktx format header and first 4 rows of image data
Code:
AB 4B 54 58 20 31 31 BB 0D 0A 1A 0A 01 02 03 04
00 00 00 00 01 00 00 00 00 00 00 00 78 92 00 00
08 19 00 00 00 04 00 00 00 04 00 00 00 00 00 00
00 00 00 00 01 00 00 00 01 00 00 00 00 00 00 00
00 00 10 00 FF 00 00 00 00 00 00 00 0D 57 B7 62
EE 00 EE 00 FF 00 00 00 00 00 00 00 0D 57 B7 62
EE EE EE EE FF 00 00 00 00 00 00 00 0D 57 B7 62
EE EE EE EE FF 00 00 00 00 00 00 00 0D 57 B7 62


bms script to fix the samples
Code:
# script for QuickBMS http://aluigi.altervista.org/quickbms.htm

get SIZE asize
get NAME basename
string NAME + .ktx
math SIZE - 0x80
filexor "\x7A\x7B\x7C\x7D\x7E\x7F\x80\x81\x82\x83\x84\x85\x86\x87\x88\x89\x8A\x8B\x8C\x8D\x8E\x8F\x90\x91\x92\x93\x94\x95\x96\x97\x98\x99\x9A\x9B\x9C\x9D\x9E\x9F\xA0\xA1\xA2\xA3\xA4\xA5\xA6\xA7\xA8\xA9\xAA\xAB\xAC\xAD\xAE\xAF\xB0\xB1\xB2\xB3\xB4\xB5\xB6\xB7\xB8\xB9\xBA\xBB\xBC\xBD\xBE\xBF\xC0\xC1\xC2\xC3\xC4\xC5\xC6\xC7\xC8\xC9\xCA\xCB\xCC\xCD\xCE\xCF\xD0\xD1\xD2\xD3\xD4\xD5\xD6\xD7\xD8\xD9\xDA\xDB\xDC\xDD\xDE\xDF\xE0\xE1\xE2\xE3\xE4\xE5\xE6\xE7\xE8\xE9\xEA\xEB\xEC\xED\xEE\xEF\xF0\xF1\xF2\xF3\xF4\xF5\xF6\xF7\xF8\xF9"
log NAME 0x0 0x80
append
filexor ""
log NAME 0x80 SIZE


00000372.ktx opened and converted to png with "Mali Texture Compression Tool" :D

the original size is actually 1024x1024 i just scaled it down to fit under the max attachment size. :]


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 Post subject: Re: Rebellious Million Arthur Tool + Research
PostPosted: Mon Apr 16, 2018 3:45 pm 
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Incredible! Thank you very much. I just need to get the skeleton now.


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 Post subject: Re: Rebellious Million Arthur Tool + Research
PostPosted: Wed Apr 18, 2018 1:05 am 
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I am done with the tool, and updated my original post. Thank you again AceWell, that encryption key was really necessary for getting the skeleton.

I hope double post is okay in this situation. I wanted to bump, since it is an update :D


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 Post subject: Re: Rebellious Million Arthur Tool + Research
PostPosted: Fri Apr 20, 2018 1:43 pm 
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Thanks. I was able to get the models with no problems.

I'm kinda wondering where are the textures? Which NPK are they located?
And... are they in a different format or they are in .dat as well?


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 Post subject: Re: Rebellious Million Arthur Tool + Research
PostPosted: Sat Apr 21, 2018 2:24 pm 
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lolwatt wrote:
I'm kinda wondering where are the textures? Which NPK are they located?
And... are they in a different format or they are in .dat as well?

They are also inside the character.npk. From what I see they also have the extension ".dat". Still lot of the files seem to have that extension, so it is best to check them inside a hex editor.

My tool scans the files and finds the ones related to models, then it decrypts the header if necessary. It has no support for textures, so you would need to use AceWell's script for them. They will be proper ktx files after that and you can open them with Mali Texture Compression Tool.

Since there are no file names, I imagine it would be hell trying to find which texture file is the one matching the model. I don't know if there is any other way than doing it manually.


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 Post subject: Re: Rebellious Million Arthur Tool + Research
PostPosted: Thu May 17, 2018 11:56 pm 
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hi, how do you use this for onmyoji? i really want to extract the model files. thanks a lot. kudos to youuu :>


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 Post subject: Re: Rebellious Million Arthur Tool + Research
PostPosted: Fri May 18, 2018 10:26 am 
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goliathus18 wrote:
how do you use this for onmyoji?

Download the game apk. Find the npk file that has the models. Unpack it into a folder with this quickbms script : http://aluigi.altervista.org/bms/nxpk.bms

Then using my tool click File->Open Folder. Select the folder where the files are exported. The tool should find the ones that has model data automatically, and add them to the list.

Edit:

Also only one of the Onmyoji games works (I guess there are two). Probably it was the old one that I tested with. The new one seems to have encryption for the npk archives.


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 Post subject: Re: Rebellious Million Arthur Tool + Research
PostPosted: Sat May 19, 2018 4:20 am 
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thank you for the quick reply. hmm. there are 2 onmyoji games. there is onmyoji which is a gacha type game, and onmyoji arena. so you are saying this works with the onmyoji gacha type. then I will try. thank you very much again. :)


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 Post subject: Re: Rebellious Million Arthur Tool + Research
PostPosted: Mon May 21, 2018 2:05 pm 
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your program definitely works, thank you soooo much. but I have a slight problem though. I think it's with the unpacking of .dat files, some of the files get extracted but doesn't show the model in your viewer or I can't export it to obj. why is that?


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 Post subject: Re: Rebellious Million Arthur Tool + Research
PostPosted: Mon May 21, 2018 2:15 pm 
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goliathus18 wrote:
I think it's with the unpacking of .dat files, some of the files get extracted but doesn't show the model in your viewer or I can't export it to obj. why is that?

It is possible that those dat files aren't model files. They might be textures, or something else. After all there are other stuff than models that make up a game :D


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 Post subject: Re: Rebellious Million Arthur Tool + Research
PostPosted: Mon May 21, 2018 2:25 pm 
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Oh I see. but I have scraped all the .dat files and I had seen and converted a handful of models. some but not all. I think I made a mistake on the way. I will just redo it to see if it still happens. Thanks for the fast reply. Cheers! :)


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 Post subject: Re: Rebellious Million Arthur Tool + Research
PostPosted: Wed May 23, 2018 8:49 am 
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unfortunately IQE doesn't support more than one UV channel

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