The Original Forum. Game archives, full of resources. How to open them? Get help here.
Mr.Mouse
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by Mr.Mouse » Thu Apr 29, 2004 4:41 pm
That I knew already.
The problem is finding the
start "XOR" number for each filename string.
And that's what I am trying to figure out.
Guest
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by Guest » Fri Apr 30, 2004 7:52 am
Keep up the good work here.
Guest
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by Guest » Fri Apr 30, 2004 7:53 am
explain your avatar.
Mr.Mouse
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by Mr.Mouse » Sat May 01, 2004 7:48 pm
Good news for those interested :
I cracked the Painkiller *.PAK filename encryption code.
I wrote a little PAKAnalyzer to test my theory and it worked.
It shows the contents of a given *.PAK file.
Here's an example of a text file that it creates:
PAKAnalyzor wrote:
XeNTaX' PAYNKILLAR *.PAK Analyz0r - 2004 - Mike Zuurman
C:\Program Files\DreamCatcher\Painkiller SP Demo 2\Data\Shaders.pak
<---------------------------------------------~
88 files:
-------------------~
0 - blur.pso
1 - blur.vso
2 - bw.pso
3 - colortest.pso
4 - compose2.pso
5 - compose4.pso
6 - embm.pso
7 - embm_mblur.pso
8 - emissive.pso
9 - fog.pso
10 - fog.vso
11 - fog_color.vso
12 - fog_palskin.vso
13 - layer3_blend.pso
14 - menu_ref.vso
15 - neg_gray.pso
16 - ntu.vso
17 - ntu_detail.vso
18 - nvasm.exe
19 - palskin.bones1.lights0.vso
20 - palskin.bones1.lights1.vso
21 - palskin.bones1.lights2.vso
22 - palskin.bones1.lights3.vso
23 - palskin.bones1.lights4.vso
24 - palskin.bones2.lights0.vso
25 - palskin.bones2.lights1.vso
26 - palskin.bones2.lights2.vso
27 - palskin.bones2.lights3.vso
28 - palskin.bones2.lights4.vso
29 - palskin.bones3.lights0.vso
30 - palskin.bones3.lights1.vso
31 - palskin.bones3.lights2.vso
32 - palskin.bones3.lights3.vso
33 - palskin.bones3.lights4.vso
34 - palskin.bones4.lights0.vso
35 - palskin.bones4.lights1.vso
36 - palskin.bones4.lights2.vso
37 - palskin.bones4.lights3.vso
38 - palskin.bones4.lights4.vso
39 - palskin.vso
40 - palskin_2_layers.vso
41 - palskin_embm.vso
42 - palskin_freeze.vso
43 - palskin_fresnel.vso
44 - palskin_nmap.vso
45 - palskin_shadow.vso
46 - palskin_water.vso
47 - palskin_water_simple.vso
48 - proj.pso
49 - psa.exe
50 - ps_atten_dst2.pso
51 - Scripts/
52 - Scripts/blend.shader
53 - Scripts/custom.shader
54 - Scripts/default.shader
55 - Scripts/light.shader
56 - Scripts/lm.shader
57 - Scripts/lmx2.shader
58 - Scripts/skin.shader
59 - Scripts/sky.shader
60 - Scripts/volumetric.shader
61 - Scripts/vssver.scc
62 - Scripts/water.shader
63 - simple.vso
64 - simple_proj.vso
65 - skin_dirtywater.pso
66 - skin_PixelSpecTable.pso
67 - skin_water.pso
68 - teleport_embm.pso
69 - teleport_embm_14.pso
70 - teleport_ref.vso
71 - teleport_ref_14.vso
72 - tu2.vso
73 - tu2_blend.vso
74 - tu2_color.vso
75 - tu2_detail.vso
76 - tu2_fog.vso
77 - tu2_lmap.vso
78 - tu2_point_pass.vso
79 - tu2_proj_1.vso
80 - tu2_sproj.vso
81 - vsa.exe
82 - vssver.scc
83 - water_embm.pso
84 - water_embm_14.pso
85 - water_lm.vso
86 - water_ref.vso
87 - water_ref_14.vso
I am able to do whatever I wish with these archives now as I have mapped the purpose of every single bit that is in there.
mambox
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by mambox » Sun May 02, 2004 1:54 pm
Interested for sure!!
may i hope a small explanation of your reverse work?
i've lost track into the gpak engine.dll
Mr.Mouse
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by Mr.Mouse » Sun May 02, 2004 2:10 pm
I haven't used any of the dll's or exe of the program. Just a hex editor, a piece of paper and thinking binary.
mambox
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by mambox » Sun May 02, 2004 2:21 pm
damn!!
High logic mind...
i'm blowed
Hope you'll doing soon an unpacker?
(it will for sure doing revolution into the modding of PK)
and a small notice about the analysis?
Hope really not to bother you with my question,only a way to progress.
greets!
Mr.Mouse
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by Mr.Mouse » Sun May 02, 2004 3:18 pm
I'm working on it, to implement it in MultiEx Commander. Making progress! See the screenshot!
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mambox
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by mambox » Sun May 02, 2004 3:19 pm
great!!
thanks for the work!!
Mr.Mouse
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by Mr.Mouse » Sun May 02, 2004 3:21 pm
No problem. I will get round to explaining the way it works in the future. I hope you can tell those Painkiller fans that this support is upcoming!
mambox
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by mambox » Sun May 02, 2004 3:43 pm
this news will fall like thunder on PK modders as authors seem not to want sharing locked files.
thats why they encrypted the second demo and the retail.
until today..
Guest
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by Guest » Sun May 02, 2004 8:54 pm
neato
any ETA when a multiex version able to open them will be available?
great work
mambox
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by mambox » Sun May 02, 2004 10:14 pm
dont hurry,let him finish the work...
still pleasant he took time to work on this.
For sure more work to do than requesting.
Mr.Mouse
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by Mr.Mouse » Sun May 02, 2004 10:17 pm
UNOFFICIAL TEST VERSION FOR PK FANS!
Does not work on all games anymore! But will work for those *.PAK files.
You can try this version to see if extraction works on your files. It's an unofficial version.
Use at your own risk.
Also, get the dll plugin, and store that in the data\plugins\pak directory.
You will have to make the pak directory yourselves in the plugins directory.
I will release a 100% working final version later, along with the new version of MultiEx Commander. I hope I will have replacement support as well by then. Also, I will post the whole encryption method.
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Last edited by
Mr.Mouse on Mon May 03, 2004 4:17 pm, edited 1 time in total.
burzum
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by burzum » Mon May 03, 2004 1:21 am
worked like a charm, thanx a bunch =)