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by cra0
Sun Apr 05, 2015 5:31 am
Forum: Game Archive
Topic: Halo Online [.dat]
Replies: 11
Views: 2476

Re: Halo Online [.dat]

I've been looking though the dat chuck files since yesterday but something eludes me. Are the FSB files still compressed? I thought until the tool was release I might be able to convert sounds the hard way by hex searching, but upon scanning through the files... I can't seem to find the FSB hex tag...
by cra0
Fri Apr 03, 2015 11:48 am
Forum: Game Archive
Topic: Halo Online [.dat]
Replies: 11
Views: 2476

Re: Halo Online [.dat]

Crude release for quick unpack
http://dev.cra0kalo.com/?p=315
by cra0
Thu Apr 02, 2015 9:21 am
Forum: Game Archive
Topic: Halo Online [.dat]
Replies: 11
Views: 2476

Re: Halo Online [.dat]

Its compressed 32byte header followed by compressed chunk data 00 00 00 00 E0 65 DC 11 01 07 00 00 00 00 00 00 1B 93 92 CC 1B 63 D0 01 00 00 00 00 00 00 00 00 -edit- ill see what else i can dig up shortly typedef struct { uint32 blankMagic; uint32 dTOC_ptr; uint32 dTOC_entryCount; uint32 unkVarA; } ...
by cra0
Wed Apr 01, 2015 3:21 pm
Forum: 3D/2D models
Topic: [PS2] Replacing Ratchet & Clank Models with Your Own
Replies: 2
Views: 654

Re: [PS2] Replacing Ratchet & Clank Models with Your Own

Same I still prefer the ps2 ratchet games over the others. I had plans to extract the ps2 ratchet games however its not easy almost impossible. So modding the game isn't going to be easy. As for the Ps3 HD remake they store model files in moby.dat files and textures are chunked in vram.dat
by cra0
Wed Mar 25, 2015 5:08 am
Forum: 3D/2D models
Topic: Binary Domain / Yakuza (gmd) Noesis Script
Replies: 83
Views: 31117

Re: Binary Domain / Yakuza (gmd) Noesis Script

Here we go again :D more stuff to come soon
by cra0
Wed Mar 25, 2015 4:28 am
Forum: 3D/2D models
Topic: (PS3) Ryu Ga Gotoku/Yakuza series .gmd Models
Replies: 21
Views: 5465

Re: (PS3) Ryu Ga Gotoku/Yakuza series .gmd Models

Has anyone figured out how to get files off PS4 games yet? Knowing them they most likely use the same initial structure.

MagicalVEngine hasn't changed since yakuza 3
by cra0
Sun Mar 22, 2015 3:16 am
Forum: 3D/2D models
Topic: (PS3) Ryu Ga Gotoku/Yakuza series .gmd Models
Replies: 21
Views: 5465

Re: (PS3) Ryu Ga Gotoku/Yakuza series .gmd Models

zaramot wrote:Cra0, I will gladly try my best to help you with LODs :) We all should get those awesome models!
Awesome! pm me for personal contact info

Glad you guys are interested again honestly thought I was the only one interested in Yakuza/Binary Domain.
by cra0
Sat Mar 21, 2015 4:55 am
Forum: 3D/2D models
Topic: (PS3) Ryu Ga Gotoku/Yakuza series .gmd Models
Replies: 21
Views: 5465

Re: (PS3) Ryu Ga Gotoku/Yakuza series .gmd Models

If someone is willing to help me figure out the LOD groups please contact me and lets get this thing done I've figured out everything except the lods! Though I'm currently translating my code to c# so need to get that done first. Like I said in my previous posts no one has had interest in this so I ...
by cra0
Sat Feb 28, 2015 4:36 am
Forum: Compressed files and methods
Topic: Extract Gameloft data_1 files (MC4)
Replies: 3
Views: 1390

Re: Extract Gameloft data_1 files (MC4)

hello, I try to rip assets from MC4 (Modern Combat 4) Android. I have already extracted the OBB data, now I have some data_# files: data_1 - 506 MB data_2 - 491 MB data_3 - 763 MB data_4 - 60 MB data_5 - 2.2 MB data_6 - 126 MB They have no file extension. Are they .gla files? How do I extract them?...
by cra0
Thu Feb 26, 2015 8:56 am
Forum: Game Archive
Topic: Evolve (.PAK)
Replies: 77
Views: 24586

Re: Evolve (.PAK)

If you never worked this way, it's a bit confusing. I found the point in the file, but what do you mean "load into rax register"? A little bit more context would help. lea rax, unk_142643C10 lea == load effective address in the register it loads the address of the byte[] so unk_142643C10 if you loo...
by cra0
Wed Feb 25, 2015 9:19 am
Forum: Game Archive
Topic: Evolve (.PAK)
Replies: 77
Views: 24586

Re: Evolve (.PAK)

Guys seriously it's not even hard Download the 64bit version of this http://www.ntcore.com/exsuite.php find the running process then go into the modules of it rightclick the module Evolve.exe or what ever the retail one is called "Dump PE" save it somewhere http://puu.sh/gbP6q.png Open it inside of ...
by cra0
Fri Feb 13, 2015 6:39 am
Forum: Game Archive
Topic: Evolve (.PAK)
Replies: 77
Views: 24586

Re: Evolve (.PAK)

Sir Kane wrote:The key changed from the closed beta. Didn't hardcore/provide any keys to avoid potential problems.
-snip- works now there was 2 keys inside staticlauncher the one you want to be looking for is here
Image
by cra0
Fri Feb 13, 2015 6:27 am
Forum: Game Archive
Topic: Evolve (.PAK)
Replies: 77
Views: 24586

Re: Evolve (.PAK)

Sir Kane wrote:http://sktest.aruarose.com/PakDecrypt_Evolve.7z

Fill RSAKeyData.bin with the key from the release version (should be 140 bytes).
I tried the closed beta key and no luck did you hardcode the other keys?
<link removed>
by cra0
Fri Feb 13, 2015 6:12 am
Forum: Game Archive
Topic: Alien Isolation (.PAK .BIN)
Replies: 175
Views: 52905

Re: Alien Isolation (.PAK .BIN)

http://rel.cra0kalo.com/depot/AlienIsol ... ol_2.1.zip

Works for ps3 version of the game (someone requested) u need to specify --endianBIG though


so like

--meta --endianBIG -p O:\RamBox\alien\UI.PAK O:\_extractedPAK

and it will work in big endian mode :)
by cra0
Mon Jan 26, 2015 9:10 am
Forum: Game Archive
Topic: Resident Evil HD REMASTER PC
Replies: 21
Views: 7136

Re: Resident Evil HD REMASTER PC

2 things i cannot see dimensions of the texture in your template(cannot test im at work). Also if you doing this for X360, all texture dimensions need to be possible divided by 128, this is the common rule for most textures for X360 games. this is just a tip :) Yeah I have no idea where they store ...