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[PC] Devil May Cry 4

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Pengulord
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[PC] Devil May Cry 4

Post by Pengulord » Fri Jun 13, 2008 3:32 pm

Heya,

the first official demo to Devil May Cry 4 is finally out. It's 800 MB big and downloadable here:
http://www.gamershell.com/download_27216.shtml

I thought of posting here because it has an order called ''nativePC'' where all Ressources to the demo(Sounds, icons, enemies, Nero :D ,etc.) is in there... my computer tells me those are winzips, but I can't somehow open them ( ''invalid header'').
And the sounds are in ''.srq'' format.

Any idea how to rip them?

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evin
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Re: [PC] Devil May Cry 4

Post by evin » Fri Jun 13, 2008 6:33 pm

All data is compressed or encoded into .arc files. But no prgram, that can handle this files. The Lost Planet ARC extractor can open this, but the exported data is unusable.

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Re: [PC] Devil May Cry 4

Post by Mr.Mouse » Fri Jun 13, 2008 7:00 pm

If you could upload examples or use the FileCutter to hack the first and last MB of a large file and upload it on some file sharer, that would be nice.

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Jamesuminator
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Re: [PC] Devil May Cry 4

Post by Jamesuminator » Fri Jun 13, 2008 11:01 pm

/dev/ cracked this down at http://darkmatter.de-coder.net (mario's website)
It's meant for DR, but it works on all X360 arc files.

it's just a zlib compression container. nothing complicated.
Last edited by Jamesuminator on Sat Jun 14, 2008 4:38 pm, edited 1 time in total.
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Re: [PC] Devil May Cry 4

Post by Mr.Mouse » Fri Jun 13, 2008 11:25 pm

Still, that's nice stuff you got there, Jamesuminator! ;)

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Re: [PC] Devil May Cry 4

Post by rood_boy » Mon Jun 16, 2008 1:45 pm

:( can somebody compile zpipe.c :scaredy: it says that gcc it`s required (I don`t have ubuntu to run that), so any help :cry:

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Re: [PC] Devil May Cry 4

Post by evin » Mon Jun 16, 2008 7:05 pm

I found this, but doesn't work for me.
http://hpcmonex.net/zpipewin32.zip

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Jamesuminator
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Re: [PC] Devil May Cry 4

Post by Jamesuminator » Tue Jun 17, 2008 4:10 pm

yes, same was happening to me.
I couldn't properly compile zpipe.c :(.

It's really odd actually O_o, I've gotten all the official header files.
Maybe someone can rewrite the decompressor :\.
The extractor still works as it's the archive contents that are encrypted and not the archive itself.

:\, It's really odd how it won't compile. I've been trying for a while, but I thought I was just doing a noob mistake ^_^.
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Re: [PC] Devil May Cry 4

Post by juskrey » Tue Jun 24, 2008 5:52 pm

DMC4 does not use zlib.
It uses some custom (not MS) LZX compression

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Re: [PC] Devil May Cry 4

Post by Jamesuminator » Tue Jun 24, 2008 7:07 pm

Really? I only assumed it was Zlib because the arc container seemed exact to Dead Risings (both made by Capcom too). I don't know anything about compressions though, so I'll take your word for it :P
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ScFreak
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Re: [PC] Devil May Cry 4

Post by ScFreak » Mon Jun 30, 2008 7:03 am

Yes, Dead Rising is zlib, but it appears that DMC4 is not. They both use the same .arc file format, but the compression's not the same. I wrote a simple .arc extractor to extract the compressed files, but it can't decompress the data yet.

This is the layout of the .arc file format as far as I've been able to decipher it:

Code: Select all

struct ARCHeader
{
    int magic;
    short versionNumber;
    short fileCount;
};

// One for each file, these entries start right after the ARCHeader
struct Entry
{
    char filename[64]; // null terminated
    int unk1; // unknown
    int packedSize;
    int unpackedSize; // Seems to actually be a 3-byte field; ignore the high byte
    int offset;
};
The magic number will always be 0x41 0x52 0x43 0x00 ("ARC\0") or 0x00 0x43 0x52 0x41 ("\0CRA") depending on endianness. Files will be little-endian if obtained from a PC game (eg. Devil May Cry 4 PC Trial Version), and big-endian if obtained from the Xbox 360.

I haven't yet figured out what the unk1 field does, but it seems to be pretty regular throughout the files. Perhaps it's some sort of file type identifier?

Anyway, all compressed extracted files from Dead Rising begin with the two bytes 0x78 0x9C, a magic number indicating that it's zlib compressed. Sure enough, if you run these files through zpipe, they decompress correctly.

The same doesn't apply for DMC4, though. Unlike Dead Rising, there isn't a magic number at the top of each file, so finding the type of compression is proving difficult (I'm not very experienced with compression/encryption techniques).

Anyone had any breakthroughs regarding Devil May Cry 4? I seem to have been refused registration over at Dark-Matter (where I registered under "Sc4Freak"), so I posted this info here instead. If someone has a registration there and could put in a good word for me, that'd be much appreciated.

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Re: [PC] Devil May Cry 4

Post by Jamesuminator » Sun Jul 06, 2008 5:29 pm

Odd, it should let you register :\
I'll talk to mario about it.

Interesting job there, I hope the compression isn't too hard. I've never had any experience with compression, so I'm clueless. I hope someone figures it out :)
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Re: [PC] Devil May Cry 4

Post by aluigi » Tue Jul 08, 2008 11:59 am

I doubt the compression algorithm is the same of one of the following and we are so lucky anyway trying doesn't cost anything:

http://aluigi.org/mytoolz/unlzw.c
http://aluigi.org/mytoolz/unlzwx.c
http://aluigi.org/mytoolz/unlzss.h

outlen = algorithm(out, sizeof(out), in, sizeof(in));

hope it helps although I doubt

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Re: [PC] Devil May Cry 4

Post by Strobe » Tue Jul 08, 2008 1:00 pm

well the good part is that all SNGW files are OGG!

who needs the rest when you got the audio?!!! ;)

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Re: [PC] Devil May Cry 4

Post by juskrey » Tue Jul 08, 2008 2:51 pm

Bugtest wrote:I doubt the compression algorithm is the same of one of the following and we are so lucky anyway trying doesn't cost anything:

http://aluigi.org/mytoolz/unlzw.c
http://aluigi.org/mytoolz/unlzwx.c
http://aluigi.org/mytoolz/unlzss.h

outlen = algorithm(out, sizeof(out), in, sizeof(in));

hope it helps although I doubt

I have tried all of that, thay not even look much the same. Disasm of DMC4 algo is much more complicated

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