Offtopic: Into Commodore 64 (6502) coding, pixeling or music?
Xentax is looking for new members for the C64 activities!
Just drop us a message at forum@xentax.com and join the Scene Team!

Forum rules: Click here

Search found 98 matches

by Sir Kane
Sat Feb 27, 2016 4:38 pm
Forum: Game Archive
Topic: The Division SDF Archive Format
Replies: 129
Views: 38407

Re: The Division SDF Archive Format

Names, offsets, sdfdata indices and all that are in the TOC file's zlib compressed chunk. That 0x140 bytes block is probably some signature or something like that.
by Sir Kane
Thu Feb 25, 2016 10:38 pm
Forum: Game Archive
Topic: The Division SDF Archive Format
Replies: 129
Views: 38407

Re: The Division SDF Archive Format

There's no encryption/obfuscation going on in the TOC file.
by Sir Kane
Mon Mar 23, 2015 10:30 pm
Forum: Game Archive
Topic: Evolve (.PAK)
Replies: 77
Views: 22942

Re: Evolve (.PAK)

The format of the encryption and signature data in the header comment changed (the 2kb or whatever less is that data). Also be aware that XXTEA isn't actually used.

7zip opens the decrypted files just fine for me.
by Sir Kane
Sat Feb 21, 2015 7:06 pm
Forum: Game Archive
Topic: [REQ][PC]Crysis 3 .pak files
Replies: 75
Views: 52995

Re: [REQ][PC]Crysis 3 .pak files

Check the Evolve pak thread.
by Sir Kane
Fri Feb 13, 2015 6:37 am
Forum: Game Archive
Topic: Evolve (.PAK)
Replies: 77
Views: 22942

Re: Evolve (.PAK)

The key changed from the closed beta. Didn't hardcore/provide any keys to avoid potential problems.
by Sir Kane
Fri Feb 13, 2015 2:01 am
Forum: Game Archive
Topic: Evolve (.PAK)
Replies: 77
Views: 22942

Re: Evolve (.PAK)

http://sktest.aruarose.com/PakDecrypt_Evolve.7z

Fill RSAKeyData.bin with the key from the release version (should be 140 bytes).
by Sir Kane
Wed Nov 26, 2014 1:31 am
Forum: Compressed files and methods
Topic: Compression or Encryption ?
Replies: 9
Views: 1853

Re: Compression or Encryption ?

The only thing I've seen encrypted in Frostbite games was the .toc files.
by Sir Kane
Sat Nov 08, 2014 10:42 pm
Forum: Game Archive
Topic: CoD Advanced Warfare .pak and .ff
Replies: 13
Views: 6409

Re: CoD Advanced Warfare .pak and .ff

It's LZ4.
by Sir Kane
Sun Nov 02, 2014 10:23 am
Forum: Game Archive
Topic: Evolve (.PAK)
Replies: 77
Views: 22942

Re: Evolve (.PAK)

It's almost identical to Crysis 3.
by Sir Kane
Tue Sep 09, 2014 3:32 am
Forum: Game Archive
Topic: Dead Rising 3 (*.BIG, *.TEX)
Replies: 27
Views: 7655

Re: Dead Rising 3 (*.BIG, *.TEX)

Oh wait, it's like that because the script doesn't handle the compression.
Might post something that does tomorrow.
by Sir Kane
Tue Sep 09, 2014 1:29 am
Forum: Game Archive
Topic: Dead Rising 3 (*.BIG, *.TEX)
Replies: 27
Views: 7655

Re: Dead Rising 3 (*.BIG, *.TEX)

Try opening the file in a hex editor and check if the first few bytes are 06 05 04 03.
by Sir Kane
Mon Sep 08, 2014 11:02 pm
Forum: Game Archive
Topic: Dead Rising 3 (*.BIG, *.TEX)
Replies: 27
Views: 7655

Re: Dead Rising 3 (*.BIG, *.TEX)

Looks like the first 8 bytes of that .big file are missing.
by Sir Kane
Sun Jun 15, 2014 2:40 pm
Forum: Compressed files and methods
Topic: Star Citizen now Encrypting ....
Replies: 2
Views: 2676

Re: Star Citizen now Encrypting ....

It's the same method Crysis 3 uses with a different key. The Star Citizen key is: unsigned char g_RSAKeyData[140] = { 0x30, 0x81, 0x89, 0x02, 0x81, 0x81, 0x00, 0xF4, 0x6F, 0x92, 0x32, 0x80, 0xAC, 0x43, 0x08, 0x86, 0x8C, 0x30, 0x99, 0x76, 0x4B, 0x7F, 0xE4, 0xFB, 0x4F, 0x54, 0xFD, 0x26, 0xFB, 0xFF, 0x...
by Sir Kane
Thu Dec 19, 2013 3:05 pm
Forum: Code Talk
Topic: A small DOS query
Replies: 2
Views: 1516

Re: A small DOS query

FOR /F "tokens=*" %%G IN ('dir /B /S /A-D') DO whatever.exe "%%G"
Where the /S option means recursive, and /A-D makes it not pass dir names to whatever.exe.
by Sir Kane
Sun Nov 10, 2013 2:34 pm
Forum: 3D/2D models
Topic: "Advanced" techniques for figuring out a format 100% ?
Replies: 7
Views: 2069

Re: "Advanced" techniques for figuring out a format 100% ?

I usually locate/reverse engineer the model loaders using IDA and then use PIX where possible to make sense of data, like you can tell the input layout of vertex buffers and such.