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by JayK
Mon Aug 03, 2020 5:08 pm
Forum: 3D/2D models
Topic: [PS3] Bluepoint Games (MGS2_3HD+ICO_SOTC(.cmdl)) [Maxscript]
Replies: 10
Views: 4388

Re: [PS3] Bluepoint Games (MGS2_3HD+ICO_SOTC(.cmdl)) [Maxscript]

Hi, if you PM me the file I'll have a look at it, thanks.
by JayK
Tue Jul 28, 2020 9:46 am
Forum: 3D/2D models
Topic: Death Stranding (PS4)
Replies: 131
Views: 19902

Re: Death Stranding (PS4)

Espio wrote:
Tue Jul 28, 2020 12:35 am
Thanks for info and research. Could you please upload binary with movie extraction support? If not on GH, then here. Thanks in advance!
I already linked it a few posts above, but here it is again
https://github.com/Jayveer/Decima-Explo ... es/tag/1.5
by JayK
Mon Jul 27, 2020 4:06 pm
Forum: 3D/2D models
Topic: Death Stranding (PS4)
Replies: 131
Views: 19902

Re: Death Stranding (PS4)

Edit2: EBP did turn out to be the current iteration of the function so that is what gets blended with the result of the murmurhash func, the rest is pretty much the same and that's all there is to the movie decryption. I've added an implementation of it to the tool I posted above.
by JayK
Sun Jul 26, 2020 3:24 am
Forum: 3D/2D models
Topic: Death Stranding (PS4)
Replies: 131
Views: 19902

Re: Death Stranding (PS4)

Any progress on exctracting videos from movies.mpk file? The decryption used on the mpk files is the same for the header and info, the salt is different this time { 0x833237C3, 0xBA5CD4B6, 0x3371A06B, 0xAEA7EDB2 }; 0x04 of header is the 4 bytes which replace the first 4 bytes of the salt this time ...
by JayK
Wed Jul 22, 2020 7:33 pm
Forum: 3D/2D models
Topic: Death Stranding (PS4)
Replies: 131
Views: 19902

Re: Death Stranding (PS4)

Looking into it more, it looks as if that other decryption path is hit once it starts reading above 0x80000000 (for example once the compressed offset is above that)
EDIT: Nevermind, false alarm. Was just an fseek problem.
by JayK
Mon Jul 20, 2020 12:05 am
Forum: 3D/2D models
Topic: Death Stranding (PS4)
Replies: 131
Views: 19902

Re: Death Stranding (PS4)

Thanks for the work you two have been doing on decryption, and for keeping things open as well. I've updated an old repo I had based on your findings. I didn't implement that new information about unaligned data, but some things seem to be decrypting correctly. file 0 of 7017f9bb9d52fc1c4433599203cc...
by JayK
Mon May 04, 2020 2:51 pm
Forum: Compressed files and methods
Topic: Streets of Rage 4
Replies: 3
Views: 1006

Re: Streets of Rage 4

Here you go;

https://github.com/Jayveer/SOR4TEX/releases/tag/1.0

you have to run it from the command line like so;

SOR4TEX textures texture_table

As it creates directories it may need cmd to be run as admin.
by JayK
Fri Apr 17, 2020 12:32 pm
Forum: 3D/2D models
Topic: Final Fantasy VII Remake
Replies: 61
Views: 5927

Re: Final Fantasy VII Remake

Right. But my point is don't be mad at those that have created the jailbreak it's understandable why they wouldn't want to release the method (because Sony would just patch it if they knew how it worked). I can see your point about the person posting pictures of the model, especially considering the...
by JayK
Fri Apr 17, 2020 12:03 pm
Forum: 3D/2D models
Topic: Final Fantasy VII Remake
Replies: 61
Views: 5927

Re: Final Fantasy VII Remake

There is a secret jailbreak, you're not understanding what I'm saying. Working with a games files (converting models etc) is not the same as decrypting a PS4 PKG, they are two separate processes. People are able to decrypt PS4 files because they have a secret jailbreak method which works on the more...
by JayK
Fri Apr 17, 2020 11:42 am
Forum: 3D/2D models
Topic: Final Fantasy VII Remake
Replies: 61
Views: 5927

Re: Final Fantasy VII Remake

Extracting things from FFVII Remake would be the same as what was done for the demo version so that part won't be an issue for you. Of course the problem would be getting the files, for a while now there is a PS4 scene that has jailbroken the most recent of firmware's and they share the files in sec...
by JayK
Sun Apr 05, 2020 10:03 am
Forum: 3D/2D models
Topic: [PS3] Metal Gear Solid 4 (.MDN) [Maxscript]
Replies: 60
Views: 36665

Re: [PS3] Metal Gear Solid 4 (.MDN) [Maxscript]

I've attached an updated txnextractor, this is how to use it; you can use it by doing txnextractor.exe [txnfile] [cache_d.dlz] [cache.dlz] or if theres just one file that doesnt use mipmaps txnextractor.exe [txnfile] [cache_nodld.dlz] I'm not sure what tool you're using for getting files out, hopefu...
by JayK
Wed Nov 20, 2019 12:27 pm
Forum: 3D/2D models
Topic: [REQUEST] Death Stranding
Replies: 5
Views: 1546

Re: [REQUEST] Death Stranding

Best to just wait for the PC version, it'll be easy at that point.
by JayK
Sun Sep 03, 2017 1:05 am
Forum: 3D/2D models
Topic: Metal Gear Solid .MDP (Peace Walker | Portable Ops | Acid)
Replies: 2
Views: 1025

Metal Gear Solid .MDP (Peace Walker | Portable Ops | Acid)

I've made a maxscript to import models from the Portable Metal Gear titles into 3ds max. Supports mesh,bones,skinning and applys textures if you have the textures with their hashed name in a 'textures' folder. Some files seem to be using a compressed vertex buffer and there isn't support for that ye...
by JayK
Thu May 11, 2017 7:59 pm
Forum: Website
Topic: Metal Gear Solid Wiki (And Discord)
Replies: 0
Views: 2408

Metal Gear Solid Wiki (And Discord)

Hello everyone, recently a group of us who have previously created tools and reversed file types for metal gear solid games decided to create a wiki to share all of our knowledge. A lot of it is work that we have done alone over the years and kept knowledge to ourselves on. We decided instead to col...
by JayK
Thu May 11, 2017 6:13 pm
Forum: General game tools
Topic: Metal Gear Solid (series) - Tools
Replies: 43
Views: 25573

Re: Metal Gear Solid (series) - Tools

I made a post about a wiki and discord we have made around Metal Gear Solid Files and Tools - viewtopic.php?f=28&t=16274