Search found 1797 matches
- Mon Jul 20, 2020 11:57 am
- Forum: 3D/2D models
- Topic: Death Stranding (PS4)
- Replies: 153
- Views: 56703
Re: Death Stranding (PS4)
@JayK - Good job! Here is a list of archives with a description, if anyone is interested :) 40fb866e44aec444200cdb0c384cf5a5.bin - Area00 6fb69851f3279ea051f48ee6c98c73fe.bin - Area00_English 225bb34815aa3e89f155ba2515570cb2.bin - Area00_French e72aac57de9918c67eaf3d5102c8acb8.bin - Area00_Spanish 8...
- Fri Jul 17, 2020 9:27 pm
- Forum: 3D/2D models
- Topic: Death Stranding (PS4)
- Replies: 153
- Views: 56703
Re: Death Stranding (PS4)
`dwSomeDataSize` looks like it's just handling unaligned data while `dwEncryptedSize` is handling aligned data(groups of 16). That `vpblendvb`looks like it's doing some byte-level blending between the xor-ed unaligned data and the salted hash before writing it out to the chunk(Picks bytes between r...
- Fri Jul 17, 2020 12:52 pm
- Forum: 3D/2D models
- Topic: Death Stranding (PS4)
- Replies: 153
- Views: 56703
Re: Death Stranding (PS4)
The files are approximately decrypting as follows: 1) For each chunk you need to get first 16 bytes of block table https://i.imgur.com/K4xFczd.png byte[] lpBlockTableData = Copy here blablabla PS: Screen from block table of file 7017f9bb9d52fc1c4433599203cc51b1.bin 2) Now we need to get murmur3 hash...
- Thu Jul 16, 2020 5:42 pm
- Forum: 3D/2D models
- Topic: Death Stranding (PS4)
- Replies: 153
- Views: 56703
Re: Death Stranding (PS4)
Great job! Do you looked code for decrypt files data? Seems MD5 is involved in decryption and there other key (salt) are used :) static unsigned long lpSalt2[4] = { 0x6C084A37, 0x7E159D95, 0x3D5AF7E8, 0x18AA7D3F}; or static unsigned char lpSalt2[16] = { 0x37, 0x4A, 0x08, 0x6C, 0x95, 0x9D, 0x15, 0x7E...
- Thu Jul 16, 2020 5:32 pm
- Forum: 3D/2D models
- Topic: Death Stranding (PS4)
- Replies: 153
- Views: 56703
Re: Death Stranding (PS4)
Here is my test tool for decrypting and dump the header and tables (source's included). 
Not a professional code, but I think it's okay
PS: There is no code to decrypt files yet.
Not a professional code, but I think it's okay
PS: There is no code to decrypt files yet.
- Thu Jul 16, 2020 1:43 pm
- Forum: 3D/2D models
- Topic: Death Stranding (PS4)
- Replies: 153
- Views: 56703
Re: Death Stranding (PS4)
Ah, you hereYretenai wrote:Someone found my HZD project it looks like
I'll give information on encryption later.
- Thu Jul 16, 2020 11:37 am
- Forum: 3D/2D models
- Topic: Death Stranding (PS4)
- Replies: 153
- Views: 56703
Re: Death Stranding (PS4)
It's a different format, the previously mapped out structures will not work. PC Magic is 0x21304050, PS4 is likely 0x20304050, but it could also be that Death Stranding is using a newer iteration of the engine in general as opposed to the file format being a console-difference. There is only one di...
- Thu Jul 16, 2020 3:00 am
- Forum: 3D/2D models
- Topic: Death Stranding (PS4)
- Replies: 153
- Views: 56703
Re: Death Stranding (PS4)
PS4 tool can just work with PC. Files must be almost the same. Nah, it does not works (for me). There are 3 problems. 1) File not found in cache! prefetch/fullgame.prefetch.core Resolved by copying tool in game directory. 2) Необработанное исключение: System.IO.EndOfStreamException: Чтение после ко...
- Wed Mar 25, 2020 6:33 pm
- Forum: Game Archive
- Topic: Resident Evil 2 Remake - demo PAK file
- Replies: 142
- Views: 69453
- Sat Jan 04, 2020 1:33 pm
- Forum: Game Archive
- Topic: POD file format checksum algorithms
- Replies: 2
- Views: 1134
Re: POD file format checksum algorithms
What game are you exploring?
- Fri Jan 03, 2020 8:35 pm
- Forum: Game Archive
- Topic: POD file format checksum algorithms
- Replies: 2
- Views: 1134
Re: POD file format checksum algorithms
I think it's something of the standard CRC, FNV algorithms 
- Sun Dec 29, 2019 11:18 pm
- Forum: Game Archive
- Topic: Resident Evil 2 Remake - demo PAK file
- Replies: 142
- Views: 69453
Re: Resident Evil 2 Remake - demo PAK file
Hook is updated for latest game version. Now only unique names will be recorded. here 
- Sat Dec 07, 2019 3:32 am
- Forum: Code Talk
- Topic: Origin's par-file
- Replies: 14
- Views: 12585
Re: Origin's par-file
Make sure your CRC32 algorithm works with polynomial 0x04C11DB7
- Thu Nov 21, 2019 2:45 pm
- Forum: 3D/2D models
- Topic: 封神召唤师 - God Summoner (*.sm, *.skel, *.anim)
- Replies: 16
- Views: 4088
Re: 封神召唤师 - God Summoner (*.sm, *.skel, *.anim)
Plugin for Blender also will be great 
- Thu Nov 21, 2019 2:42 pm
- Forum: Code Talk
- Topic: Origin's par-file
- Replies: 14
- Views: 12585
Re: Origin's par-file
This is CRC32 of encrypted dataHammerTank wrote: ↑Sun Sep 02, 2018 11:50 am How are the first 4 bytes calculated actually? Can anyone tell?
What you mean?
