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L.A. Noire

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michalss
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Re: L.A. Noire

Post by michalss » Sat Nov 26, 2011 4:06 pm

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Falo
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Re: L.A. Noire

Post by Falo » Sat Nov 26, 2011 4:57 pm

that button is only for pc version, i made it for debugging while working on the decompression
zlib is missing RFC1950 header (example: 0x78 0xDA), i had to make my own inflate algo based on ionic zlib wrapper with WindowsBits 15 and No header flag
What exactly is in segsfiles ?
segs/sges = segmented compressed file, they can be anything, PC/PS3 uses Zlib, x360 uses lzx

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Re: L.A. Noire

Post by michalss » Sat Nov 26, 2011 5:34 pm

Falo wrote:that button is only for pc version, i made it for debugging while working on the decompression
zlib is missing RFC1950 header (example: 0x78 0xDA), i had to make my own inflate algo based on ionic zlib wrapper with WindowsBits 15 and No header flag
What exactly is in segsfiles ?
segs/sges = segmented compressed file, they can be anything, PC/PS3 uses Zlib, x360 uses lzx
Hmm great got it working. Just very interesting how it is used and why PS3 and X360 are not the same. But its ok what ever it will work i'm glad it does :)
- Would be also able to do repack for X360 files after you done all your todos?
- Would you be able to do also replack tool for atb files as well for X360 ?

I just want to say you are really great u doing it for ppl because it really worth to transalte this game into all langs and special for me and millions of other yr implementation for X360.
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Re: L.A. Noire

Post by Falo » Sat Nov 26, 2011 9:30 pm

michalss wrote:Hmm great got it working. Just very interesting how it is used and why PS3 and X360 are not the same. But its ok what ever it will work i'm glad it does :)
- Would be also able to do repack for X360 files after you done all your todos?
- Would you be able to do also replack tool for atb files as well for X360 ?

I just want to say you are really great u doing it for ppl because it really worth to transalte this game into all langs and special for me and millions of other yr implementation for X360.
maybe xbox is not allowing zlib or whatever,
i could already repack these files, but i never wrote any repacker and first i want real filenames ^^

with real filenames you don't need to repack anything, the games loads them from "installdir/..." where lanoire.exe is
example filename:
intermediate/chunks/animation/conversations/ua008/ua008_00_01_dispatch_any_available_unit_citizen_reports_a_459.chunk

i found also some other stuff in lanoire.exe, -dx11 starts the game in dx11 mode, but crashs ^^
and i think it has an hidden editor,

editorui/interesting_location.dae
editorui/traffic_light_indicator.dae
models/designers_tools/invisible_prop_indicator.dae
editorui/portalroom.dae
editorui/spawnedglobalactor.dae
editorui/game_location.dae

PS: i updated my previous post with Beta2&Beta 3 of the unpacker, with support for PS3 and files bigger than 4 GB

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Re: L.A. Noire

Post by lUIGUIPIETRO » Sat Nov 26, 2011 11:26 pm

Version 3 seems to work. When I give to extract files secs, I get a sign saying: Finished, but where the files are unzipped? Not appear anywhere.
Edit: Now extract a file "Out.dat"

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Re: L.A. Noire

Post by Falo » Sun Nov 27, 2011 12:52 am

lUIGUIPIETRO wrote:Version 3 seems to work. When I give to extract files secs, I get a sign saying: Finished, but where the files are unzipped? Not appear anywhere.
Edit: Now extract a file "Out.dat"
maybe you shouldn't try that button ? i made it only for debugging the decompression, it decompresses a input file sges (pc, little endian) to out.dat

progress:
i found the hash function ^^

VB.NET code:

Code: Select all

    Private Function CalculateHash(ByVal str As String) As UInt32

        If str.Length <= 0 Then Return 0

        Dim bCmp As Byte
        Dim hash As UInt32 = &HFFFFFFFF

        For i As Integer = 0 To str.Length - 1

            bCmp = CByte(Asc(str(i)))

            If CByte(bCmp - &H41) <= &H19 Then
                bCmp += &H20
            End If

            hash = crc32b_table(CByte(hash And &HFF) Xor bCmp) Xor (hash >> 8)

        Next i

        Return Not hash
    End Function
crc32b_table = 256 * 4 Byte table at 0xF741D8 in cracked exe

now it's time to create a filenametable ^^
Last edited by Falo on Sun Nov 27, 2011 2:15 am, edited 1 time in total.

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Re: L.A. Noire

Post by lUIGUIPIETRO » Sun Nov 27, 2011 1:19 am

I can extract the SEGS files from the BIG files. I can not unpack them SEGS (translator Shit, I understand almost nothing)
Image
I can not open the files with any of the two methods, ...

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Re: L.A. Noire

Post by Falo » Sun Nov 27, 2011 1:49 am

lUIGUIPIETRO wrote:I can extract the SEGS files from the BIG files. I can not unpack them SEGS (translator Shit, I understand almost nothing)

I can not open the files with any of the two methods, ...
if you check "decompress *.sges (Zlib)" then the extracted file *.sges will be decompressed, you don't need to decompress it again.
it's a little design bug that the decompressed file still have *.sges extension, my tool builds the filename before decompressing.

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Re: L.A. Noire

Post by lUIGUIPIETRO » Sun Nov 27, 2011 1:56 am

well, then see if I understand correctly. You can decompress files BIG in SGES files but maybe I misunderstood and I think you can decompress files in other files SEGS texture or 3D models. Click the tab sometimes and sometimes not, I've tried it both ways

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Re: L.A. Noire

Post by flatz » Sun Nov 27, 2011 9:05 am

Falo wrote: with real filenames you don't need to repack anything, the games loads them from "installdir/..." where lanoire.exe is
example filename:
intermediate/chunks/animation/conversations/ua008/ua008_00_01_dispatch_any_available_unit_citizen_reports_a_459.chunk
Good job! Where did you find some file names?

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Re: L.A. Noire

Post by flatz » Sun Nov 27, 2011 9:46 am

I successfully got the hash that corresponds to the hash of extracted chunk.
Here is the script that calculates CRC32 value of a string: http://pastebin.com/JakBdBcL

That is:
> python crc32.py intermediate/chunks/movies/logos.bik.chunk
intermediate/chunks/movies/logos.bik.chunk => 0xc2216ace

Voila!
http://dl.dropbox.com/u/11973972/logos.png

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Re: L.A. Noire

Post by michalss » Sun Nov 27, 2011 10:48 am

Falo wrote:
lUIGUIPIETRO wrote:Version 3 seems to work. When I give to extract files secs, I get a sign saying: Finished, but where the files are unzipped? Not appear anywhere.
Edit: Now extract a file "Out.dat"
maybe you shouldn't try that button ? i made it only for debugging the decompression, it decompresses a input file sges (pc, little endian) to out.dat

progress:
i found the hash function ^^

VB.NET code:

Code: Select all

    Private Function CalculateHash(ByVal str As String) As UInt32

        If str.Length <= 0 Then Return 0

        Dim bCmp As Byte
        Dim hash As UInt32 = &HFFFFFFFF

        For i As Integer = 0 To str.Length - 1

            bCmp = CByte(Asc(str(i)))

            If CByte(bCmp - &H41) <= &H19 Then
                bCmp += &H20
            End If

            hash = crc32b_table(CByte(hash And &HFF) Xor bCmp) Xor (hash >> 8)

        Next i

        Return Not hash
    End Function
crc32b_table = 256 * 4 Byte table at 0xF741D8 in cracked exe

now it's time to create a filenametable ^^

Great Work mate. I hope you gonna finnishit soon :) . Also thank you for X360 support, that is most important for me and i beleive for millions of others :)
Once you fininsh it i have to send you some Czech beer :)
Quick BMS Editor GUI - simple easy to use
Goto : viewtopic.php?uid=34229&f=29&t=6797&start=0

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Re: L.A. Noire

Post by Falo » Sun Nov 27, 2011 10:53 am

Good job! Where did you find some file names?
i think all filenames can be found in *.atb files, but they are the real files, LANoire.exe converts them

example:
real filename: characters/dead_bodies/pt007_kenneth_temple.dae
converted filename: intermediate/chunks/characters/dead_bodies/pt007_kenneth_temple.chunk

it could take a while to dump all filenames (over 40.000)

here some of the dlc, my current tool already loads a filenames.txt und displays/extracts the correct name

Code: Select all

#DLC1
intermediate/chunks/attribute/root.dlc.dlc1.atb.chunk
intermediate/chunks/attribute/root.dlc.dlc1.AT004.atb.chunk

#DLC2
intermediate/chunks/attribute/root.dlc.dlc2.atb.chunk
intermediate/chunks/attribute/root.dlc.dlc2.AA005.atb.chunk

#DLC3
intermediate/chunks/attribute/root.dlc.dlc3.atb.chunk
intermediate/chunks/attribute/root.dlc.dlc3.AV004.atb.chunk

#DLC4
intermediate/chunks/attribute/root.dlc.dlc4.atb.chunk
intermediate/chunks/attribute/root.dlc.dlc4.AV002.atb.chunk

#DLC5
intermediate/chunks/textures/uistreamed_dlc/outfits/dlc05.chunk
intermediate/chunks/attribute/root.dlc.dlc5.atb.chunk

#DLC6
intermediate/chunks/textures/uistreamed_dlc/outfits/dlc02.chunk
intermediate/chunks/attribute/root.dlc.dlc6.atb.chunk

#DLC7
intermediate/chunks/attribute/root.dlc.dlc7.atb.chunk

#DLC8
intermediate/chunks/attribute/root.dlc.dlc8.atb.chunk

#DLC9
intermediate/chunks/attribute/root.dlc.dlc9.atb.chunk
intermediate/chunks/attribute/root.dlc.dlc9.AT002.atb.chunk

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Re: L.A. Noire

Post by huckleberrypie » Sun Nov 27, 2011 11:42 am

Wait a sec, aren't .dae files Collada projects? If so they are references to the raw stuff Bondi/R* Leeds used before compiling stuff back up.

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Re: L.A. Noire

Post by Falo » Sun Nov 27, 2011 7:40 pm

The contents of this post was deleted because of possible forum rules violation.

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