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Capcom's MT Framework (DR, RE5, DMC4, LP, MvC, DD, etc)

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Capcom's MT Framework (DR, RE5, DMC4, LP, MvC, DD, etc)

Post by Rick » Wed May 23, 2012 12:08 am

Figured I'd bring this up since I am researching formats found in this framework/engine for Dragon's Dogma out of pure curiosity. Older posts have covered the archive format.

Depending on the game, various versions of the archive format are present, but they all follow the same basic format:

Code: Select all

header:
  uint32 magic // '\0ARC'
  uint16 version //(or flags?)
  uint16 fileCount
Observed versions: 4, 7, 8, 17

for each fileCount:

Code: Select all

entry:
  char[64] name
  uint32 typeHash
  uint32 compressedSize
  uint32 flags
  uint32 offset
flags in each entry contains two values -- an unknown flags value, and the uncompressedSize. The position of flags depends on the game (older games have it stored in the upper 3 bits, newer games have it stored in the lower 3 bits). Unfortunately you can't handle this through the header's version value, since for example, Lost Planet 2 (PC) has a version of 8, but the unknown flags are in the upper 3 bits, but newer games such as Dragon's Dogma (on PS3), have version 8, but the flags are in the lower 3 bits.

Thus, the values, if the flags are in the lower 3 bits:

Code: Select all

uncompressedSize = (flags & 0xFFFFFFF8) >> 3;
unknownFlags = (flags & 0x00000007) >> 0;
Or, if they are in the upper 3 bits:

Code: Select all

uncompressedSize = (flags & 0x1FFFFFFF) >> 0;
unknownFlags = (flags & 0xE0000000) >> 29;
unknownFlags has been observed as always being 2 (b010) in Resident Evil 5 and Dragon's Dogma.

If compressedSize is equal to uncompressedSize, the data is not compressed.

Compression in the archives depends on game and platform as well, Resident Evil 5 (PC) uses zlib, Dragon's Dogma (Xenon) uses XCompress, Dragon's Dogma (PS3) uses zlib (but with non-default settings).

The main reason I'm opening this thread isn't about any of the above though, it's about the typeHash value.

typeHash value is a crc32 hash of a string, masked by 0x7FFFFFFF (dropping the uppermost bit).

You can find complete (barring guessed file extensions) type lists for Dragon's Dogma and Resident Evil 5 on my MT repository:
Dragon's Dogma, Resident Evil 5

I can't help you with other games, but the type lists for those games should give you some idea of what to look for.

My repository can be found at: http://svn.gib.me/public/mt/

There are no binaries or a Pack tool (yet, if ever).
http://blog.gib.me/

Don't ask me about localization tools; if you don't have the resources to develop them yourself you don't need them.

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Re: Capcom's MT Framework (DR, RE5, DMC4, LP, MvC, DD, etc)

Post by Ekey » Wed May 23, 2012 12:30 am

Thanks Ricky useful :)

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Re: Capcom's MT Framework (DR, RE5, DMC4, LP, MvC, DD, etc)

Post by chrrox » Wed May 23, 2012 12:32 am

the re5 demo on pc will throw errors on files it can't find and it will list the extension of the file its looking for. Just edit the arc file so the file name is different and it throws an error cant find file XXX.
might help with the finding of unknown extensions.

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Re: Capcom's MT Framework (DR, RE5, DMC4, LP, MvC, DD, etc)

Post by Rick » Sun May 27, 2012 9:43 pm

chrrox wrote:the re5 demo on pc will throw errors on files it can't find and it will list the extension of the file its looking for. Just edit the arc file so the file name is different and it throws an error cant find file XXX.
might help with the finding of unknown extensions.
Thanks for this hint, I've figured out how to identify actual extensions in Dragon's Dogma.
http://blog.gib.me/

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Re: Capcom's MT Framework (DR, RE5, DMC4, LP, MvC, DD, etc)

Post by chrrox » Sun May 27, 2012 11:13 pm

what was the trick to it.

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Re: Capcom's MT Framework (DR, RE5, DMC4, LP, MvC, DD, etc)

Post by Rick » Sun May 27, 2012 11:41 pm

chrrox wrote:what was the trick to it.
The resource classes all specify the extension it uses, I just hadn't noticed.
http://blog.gib.me/

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Re: Capcom's MT Framework (DR, RE5, DMC4, LP, MvC, DD, etc)

Post by michalss » Mon May 28, 2012 8:33 am

Rick wrote:
chrrox wrote:what was the trick to it.
The resource classes all specify the extension it uses, I just hadn't noticed.

hi Rick,

Does it also support RE5 X360?
Quick BMS Editor GUI - simple easy to use
Goto : viewtopic.php?uid=34229&f=29&t=6797&start=0

Downloads from DropBox : https://dl.dropboxusercontent.com/u/

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Re: Capcom's MT Framework (DR, RE5, DMC4, LP, MvC, DD, etc)

Post by mnn » Mon May 28, 2012 9:22 am

Rick: So, I believe you figured out the archive file types same as you did filenames in Dragon Age 2, right? By hooking up game executable and dumping them?

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Re: Capcom's MT Framework (DR, RE5, DMC4, LP, MvC, DD, etc)

Post by Rick » Tue May 29, 2012 4:47 am

michalss wrote:hi Rick,

Does it also support RE5 X360?
No idea. Try the code and see if it works. I don't own RE5 on 360.

Edit: I haven't corrected the RE5 resource types list yet though.
Edit2: And you will need to set up a new project for Resident Evil 5 (Xenon) in the bin\projects directory to specify settings correctly.
Edit3: Specified & corrected all extensions for Resident Evil 5 resource types, revision 5.
http://blog.gib.me/

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Re: Capcom's MT Framework (DR, RE5, DMC4, LP, MvC, DD, etc)

Post by Rick » Tue May 29, 2012 4:48 am

mnn wrote:Rick: So, I believe you figured out the archive file types same as you did filenames in Dragon Age 2, right? By hooking up game executable and dumping them?
Something like that, yes. Each game has its own specific resource types though.
http://blog.gib.me/

Don't ask me about localization tools; if you don't have the resources to develop them yourself you don't need them.

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Re: Capcom's MT Framework (DR, RE5, DMC4, LP, MvC, DD, etc)

Post by michalss » Tue May 29, 2012 1:31 pm

Rick wrote:
michalss wrote:hi Rick,

Does it also support RE5 X360?
No idea. Try the code and see if it works. I don't own RE5 on 360.

Edit: I haven't corrected the RE5 resource types list yet though.
Edit2: And you will need to set up a new project for Resident Evil 5 (Xenon) in the bin\projects directory to specify settings correctly.
Edit3: Specified & corrected all extensions for Resident Evil 5 resource types, revision 5.
Thx Rick. Can you please provide me right xml file with config?

I will send files to your PM.

Thx
Quick BMS Editor GUI - simple easy to use
Goto : viewtopic.php?uid=34229&f=29&t=6797&start=0

Downloads from DropBox : https://dl.dropboxusercontent.com/u/

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Re: Capcom's MT Framework (DR, RE5, DMC4, LP, MvC, DD, etc)

Post by Pepper » Fri Jun 01, 2012 2:03 pm

michalss wrote:
Rick wrote:
michalss wrote:hi Rick,

Does it also support RE5 X360?
No idea. Try the code and see if it works. I don't own RE5 on 360.

Edit: I haven't corrected the RE5 resource types list yet though.
Edit2: And you will need to set up a new project for Resident Evil 5 (Xenon) in the bin\projects directory to specify settings correctly.
Edit3: Specified & corrected all extensions for Resident Evil 5 resource types, revision 5.
Thx Rick. Can you please provide me right xml file with config?

I will send files to your PM.

Thx
using the xenon (xbox360) project setting of dragon's dogma unpacks re5 from x360 just fine for me.


use it in cmd as [path to gibbed.mt.unpack.exe] -p="Dragon's Dogma (Xenon)" [input] [ouput directory]
I had to move the trunk/bin/projects folder to trunk/gibbed.mt.unpack/bin/release/projects to make this work.

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Re: Capcom's MT Framework (DR, RE5, DMC4, LP, MvC, DD, etc)

Post by michalss » Fri Jun 01, 2012 3:47 pm

that is great any chane for repack RICK pls ?
Quick BMS Editor GUI - simple easy to use
Goto : viewtopic.php?uid=34229&f=29&t=6797&start=0

Downloads from DropBox : https://dl.dropboxusercontent.com/u/

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Re: Capcom's MT Framework (DR, RE5, DMC4, LP, MvC, DD, etc)

Post by Sectus » Sun Jul 01, 2012 10:53 pm

I've been working on a repacker for this. So far it's working well although I need to make some changes before I can release it. There's a few things I can point out about the format when it comes to repacking:

- Dragon's Dogma is very nitpicky about the order of the files in the archives. If they're in a different order, it'll crash as it unpacks that arc. I'm not sure if it would be possible to figure out what the order is. Right now I've set up a system where the program saves a text file with the file order when extracting, and that text file can be used when repacking. RE5 doesn't seem to care about the order of files at all.

- The engine is okay with all files in an archive being uncompressed. One could be very lazy in this regard and add no support for zlib and xmem if you want only want a repacker with no extraction support.

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Re: Capcom's MT Framework (DR, RE5, DMC4, LP, MvC, DD, etc)

Post by Sectus » Tue Jul 03, 2012 8:21 pm

Here's my extract/repack tool: http://www.tzarsectus.com/tools/ARCtool.rar

I haven't added any proper documentation yet. Thanks to rick and aluigi for all the information on the format. Tool is compatible with xbox versions of RE5, RE6 demo and Dragon's Dogma. It might be compatible with more xbox MT Framework games. I haven't added support for PC or PS3 arc formats (yet).

Here's some quick examples how to use it...

Dragon's Dogma extract:
arctool -x -txt -dd npc375.arc

Dragon's Dogma repack:
arctool -c -txt -dd npc375

Resident Evil 6 demo extract:
arctool -x s0502.arc

Resident Evil 6 demo repack:
arctool -c -alwayscomp s0502

Resident Evil 5 extract:
arctool -x -re5 s400.arc

Resident Evil 5 repack:
arctool -c -re5 s400

Edit: Updated the tool, same download link. RE6 seems to require every file to be compressed so I added an option for always compressing files.

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