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[RELEASE] [ENG] [STEAM] Cyberpunk 2077

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bertonberton
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[RELEASE] [ENG] [STEAM] Cyberpunk 2077

Post by bertonberton » Tue Nov 24, 2020 10:24 am

Hello everyone!
I'm Happy to create pre-release topic for this game that possibly release in 10 December 2020.
This topic is about Cyberpunk 2077 game and extracting files from it.
I have pre-ordered this game and waiting for release since first trailer.
As game not released yet feel free post any rumors/thoughts/useful info for all forum members.
All i know right now:
1.Game use REDengine 4
2.DRM Free version
3.(Rumor) someone already have PS4 version apk.

If anyone wanna help with creating export tools after release feel free use this topic to get useful info.
I'll update this topic with additional useful info when i get it.
Thank you for attention and keep well!

(Rumor) Here screenshot of apk file for PS4
Image

UPD1: Release!
Here list of tools that recently added/updated by our greatest members ;)

Official BMS script by aluigi
http://aluigi.org/bms/cyberpunk_2077.bms

rfuzzo updated cp77Tools to support decompression of extracted files from .archives.
Also included is a very experimental first read-only File viewer for some of the files (CR2W file format from CDPR).
https://github.com/rfuzzo/CP77Tools/releases/tag/0.1.1
Last edited by bertonberton on Thu Dec 10, 2020 2:05 pm, edited 1 time in total.

Ekey
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Re: [ENG] [STEAM] Cyberpunk 2077 Pre-release

Post by Ekey » Tue Nov 24, 2020 5:09 pm

This PKG is encrypted?

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Re: [ENG] [STEAM] Cyberpunk 2077 Pre-release

Post by bertonberton » Mon Nov 30, 2020 8:40 am

Ekey wrote:
Tue Nov 24, 2020 5:09 pm
This PKG is encrypted?
Im not sure because everything i found in this 4ch topic is screenshot only.
Another rumor that for some guys on PS4 Cyberpunk 2077 pre-load started on last Friday and total weight of files was 56GB

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Re: [ENG] [STEAM] Cyberpunk 2077 Pre-release

Post by Ekey » Wed Dec 02, 2020 12:17 pm

Developers have confirmed that in Cyberpunk 2077 there will be tools for modifications will avaible later after release :)

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Re: [ENG] [STEAM] Cyberpunk 2077 Pre-release

Post by dimis9138 » Fri Dec 04, 2020 5:16 pm

Ekey wrote:
Wed Dec 02, 2020 12:17 pm
Developers have confirmed that in Cyberpunk 2077 there will be tools for modifications will avaible later after release :)
Doesn't mean they'll give access to edit base files though.

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Re: [ENG] [STEAM] Cyberpunk 2077 Pre-release

Post by IceReaper » Mon Dec 07, 2020 4:20 pm

This seems to be the container format. I did not find filenames yet not was i able to validate checksums, the compression etc. But its a start :)
This is a 010 editor template.

Code: Select all

struct DataChunkGroup {
    int64 unk1; // checksum?
    FILETIME fileTime;
    int unk2; // 0 1 2 5 6 - Maybe a type? Bitmask? Attributes?
    int unk3; // startDataChunk? file unique, starts where previous ended.
    int unk4; // endDataChunk?
    int unk5; // startUnk3? groups some files, ascending.
    int unk6; // endUnk3
    int unk7; // checksum?
    int unk8; // checksum?
    int unk9; // checksum?
    int unk10; // checksum?
    int unk11; // checksum?
};

struct DataChunk {
    int64 offset;
    int compressedSize;
    int uncompressedSize;

    local int64 pos = FTell();
    FSeek(offset);

    if (compressedSize == uncompressedSize)
       byte file[uncompressedSize];
    else
    {
        char KARK[4];
        int uncompressedSize;
        // File Data!
    }

    FSeek(pos);
};

struct FileSystem {
    int unk1; // 8
    int chunkSize;
    int64 unk2; // checksum?
    int numDataChunkGroups;
    int numDataChunks;
    int numUnk3;
    DataChunkGroup dataChunkGroup[numDataChunkGroups];
    DataChunk dataChunk[numDataChunks]<optimize=false>;
    int64 unk3[numUnk3]; // checksums? filenames? folders? paths?
};

struct Header {
    char RDAR[4];
    int version; // 12
    int64 fileSystemOffset;
    int64 fileSystemSize;
    int64 unk2; // 0
    int64 fileSize;
    int unk3[33]; // 0
};


Header header;
FSeek(header.fileSystemOffset);
FileSystem fileSystem;

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Haoose
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Cyberpunk 2077 archive-files [RDAR]

Post by Haoose » Mon Dec 07, 2020 5:10 pm

-= GP-team =-
Image

karliky
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Re: Cyberpunk 2077 archive-files [RDAR]

Post by karliky » Mon Dec 07, 2020 6:18 pm

Is KARK [4B 41 52 4B] the start of every entry?

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Re: [ENG] [STEAM] Cyberpunk 2077 Pre-release

Post by derinhalil2015 » Mon Dec 07, 2020 7:39 pm

Ekey wrote:
Wed Dec 02, 2020 12:17 pm
Developers have confirmed that in Cyberpunk 2077 there will be tools for modifications will avaible later after release :)
What's your source on that?

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Re: [ENG] [STEAM] Cyberpunk 2077 Pre-release

Post by traderain » Tue Dec 08, 2020 2:10 am

I have started experimenting with the preload files and we have put together a basic extractor(https://github.com/rfuzzo/CP77Tools).
We would like to integrate it in long term to our cdpr modding tool (https://github.com/Traderain/Wolven-kit/issues/286)

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Re: [ENG] [STEAM] Cyberpunk 2077 Pre-release

Post by OrangeC » Tue Dec 08, 2020 4:07 am

Hmm it doesnt seem to work on the audio banks.

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Re: [ENG] [STEAM] Cyberpunk 2077 Pre-release

Post by dzika » Tue Dec 08, 2020 5:10 am

Oodle compress for KARK

Code: Select all

idstring "RDAR"
get Version long
get offset_table longlong

goto offset_table

getdstring unk 16
get numChunk1 long
get numChunk2 long
get unk long
savepos OffsetChunk1
xmath sizeChunk1 "56*numChunk1"
getdstring Chunk1 sizeChunk1
savepos OffsetChunk2
goto OffsetChunk1
for j = 0 < numChunk1
	getdstring unk 20
	get startId long
	get endId long
	getdstring unk 28
	savepos OffsetChunk1Next
	set name string j
	string name + ".data"

	for i = startId < endId
		xmath OffsetCurrentId "OffsetChunk2 + i*16"
		goto OffsetCurrentId
		get offset longlong
		get zsize long
		get size long
		append
		if zsize == size
			log name offset zsize
		else
			goto offset
			idstring "KARK"
			GET size long
			math zsize - 8
			savepos offset_compressed
			comtype oodle
			clog name offset_compressed zsize size
		endif
		append
	next i
	goto OffsetChunk1Next
next j

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Re: [ENG] [STEAM] Cyberpunk 2077 Pre-release

Post by rfuzzo » Tue Dec 08, 2020 8:04 am

here is a KAITAI ksy file for .archives
https://gist.github.com/rfuzzo/2b4e366b ... ead5b36744

interesting are the three tables in the back. Not sure how to decompress KARK chunks yet (even though they don't look compressed actually)

does anyone have an oodle kraken decompression tool?

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Re: [ENG] [STEAM] Cyberpunk 2077 Pre-release

Post by dzika » Tue Dec 08, 2020 10:47 am

rfuzzo wrote:
Tue Dec 08, 2020 8:04 am
does anyone have an oodle kraken decompression tool?
You should call decompress/compress functions from oo2core_"version"_win64.dll

https://github.com/Crauzer/OodleSharp
https://zenhax.com/viewtopic.php?t=7292

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Re: [ENG] [STEAM] Cyberpunk 2077 Pre-release

Post by LinkOFF » Tue Dec 08, 2020 2:33 pm

Audio is Wwise WEM (RIFF). Can be decrypted by ww2ogg. Video (bk2) is can be played by Rad Video Tools.

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