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PostPosted: Wed Jun 06, 2018 6:37 am 

Joined: Fri Dec 18, 2015 9:15 am
Posts: 24
So what's up with the files inside Asset folder? It's unlike previous games
Attachment:
File comment: Sample from BBCTB PC/Steam
BBTAG Asset File Samples.rar [4 MiB]
Downloaded 40 times


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PostPosted: Wed Jun 06, 2018 9:13 pm 
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Joined: Wed Jul 30, 2014 9:32 pm
Posts: 8604
They are for sure encrypted, maybe someone else will provide key/ivec and algorithm (probably aes).


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PostPosted: Thu Jun 07, 2018 3:27 pm 

Joined: Fri Dec 18, 2015 9:15 am
Posts: 24
Somehow, speaking algorithms, I getting some sort of DOA5LR PC & DOAXVV flashbacks about this soon.


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PostPosted: Mon Jun 18, 2018 9:28 am 

Joined: Fri Dec 18, 2015 9:15 am
Posts: 24
Looks like someone found & encrypt the algorithm:
https://www.twitter.com/SirRouzel/statu ... 7260345345

yet still can’t find where that program come from


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PostPosted: Mon Jun 18, 2018 9:54 am 

Joined: Thu Apr 05, 2018 7:08 am
Posts: 9
looks like it's this https://github.com/Geordan9/BBTAG_Decrypter


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PostPosted: Wed Jun 20, 2018 4:40 am 

Joined: Fri Dec 18, 2015 9:15 am
Posts: 24
Full release (currently at alpha available), including the tips from GEO:

Quote:
https://github.com/Geordan9/BBTAG_Decrypter/releases/tag/v0.1-alpha

Here is a quick decrypter I made for the PC game's asset files so modders can mess with it. To use you simply download the .exe file in the release of the github repository and drag and drop the encrypted files onto the .exe. DON'T CHANGE THE FILENAME.
(Shini is dah big gey. Also a douche :) )

Here are some basic modding tools to start with if you're interested: http://www.mediafire.com/file/qg5r7ibx5 ... _Tools.rar


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PostPosted: Wed Jun 20, 2018 9:31 am 
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Posts: 8604
The decryption function of that code looked complex for no reason so I took a look at it and indeed the solution was a lot simpler: 43 bytes long xor key starting from a certain position (brute forced in the original tool, I tought it was (filesize-16%43) but was wrong), so "decryptByte" is just "pos%43".

I have made a script supporting the same filename format used by that tool for decryption and encryption:
http://aluigi.org/bms/blazblue_ctb.bms


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PostPosted: Fri Jun 22, 2018 10:08 am 

Joined: Fri Dec 18, 2015 9:15 am
Posts: 24
If only someone have a time to find & listed on which one are sprites (including the effects), sounds, misc. image & 3D model files. I’m not sure what that hip file means for


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PostPosted: Tue Jul 03, 2018 7:44 pm 

Joined: Tue Jul 03, 2018 7:12 pm
Posts: 2
I'm new to C++ so I couldn't make it look clean enough, but the thing is there are more files than just .pac files (FPAC) so your bms script is faster and cleaner but isn't it lacking the ability to guess what the file type is? (The list of possible file types would need to be known before hand of course.)

I am unfamiliar with the way the bms scripts work so I was only able to deduce this from some quick research on the documentation.


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PostPosted: Tue Jul 03, 2018 9:42 pm 
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The script does exactly what your code did, scan the key till the first 4 bytes are equal than "FPAC".
I don't have the game and didn't perform any additional test except some quick try at guessing how the key offset is calculated, if there are non-fpac files then it's necessary to figure out this method.


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PostPosted: Tue Jul 03, 2018 10:38 pm 

Joined: Tue Jul 03, 2018 7:12 pm
Posts: 2
Ah, k. I was mistaken. Well neat. Glad you were able to determine what that assembly code was doing cause since I didn't I had to just copy it over and use inline assembly in C++. I should be able to write this in my preferred language, C#, now :P


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PostPosted: Tue Jul 03, 2018 10:45 pm 
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Posts: 8604
The optimized modulus and division code generated by compilers is ever painful to understand :)
When you see weird instructions and one or more weird constants then you are probably in front of a simple mod or div


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PostPosted: Wed Jul 11, 2018 7:32 am 

Joined: Fri Dec 18, 2015 9:15 am
Posts: 24
I have a sample of Hyde's Bin Files. Could this be the sprites?


Attachments:
File comment: Hyde's Bin Files. Presumably Sprites
3c3c6920a2f8c6490f7a10768ef67dc3_1.rar [22.63 KiB]
Downloaded 7 times
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PostPosted: Tue Jul 24, 2018 9:28 am 

Joined: Fri Dec 18, 2015 9:15 am
Posts: 24
HIP Files are mostly sprite files, but requires hex edit to remove the last 16 bytes at the very bottom to get the pac containing HIP files openable in Hipster program. Things need are:

1. Play the game
2. Install & Activate Cheat Engine latest version
3. Click the process button besides folder button. As long the gameplay still plays, so don't exit
4. Download Geo's latest Cheat Table: https://fearlessrevolution.com/threads/ ... post-48438
5. Find & Open "MISC" > "Loaded History" boxes
6. MD5 Hash Generator for the asset files: http://www.miraclesalad.com/webtools/md5.php
- While in MISC/Loaded File History, double click and copy the file directory text and paste to the generator to find the asset file
* If the Alphabets are large, rename into the smaller version. Eg.: "ETC" to "etc"
+ Eg.: "data/etc/static_obj.pac", not "data/ETC/static_obj.pac"
7. Make sure you need these 4 following programs. The last one for BGM purposes:
A. Geo's Updated Decrypter/Encrypter: https://drive.google.com/file/d/1XTMwaW ... u6bdX/view
- This one has convertible ABC & TXT files
- Simple, drag assets-related files one by one to that program, which might take long
B. PACFC (mostly extraction only)
C. Hipster
- Before going to Hipster Pac files which contains HIP files needs to have 16 bytes at the very bottom location, to be openable in that program
D. Obi's Magic Button: https://www.dropbox.com/sh/s8izq3ucif0p ... ALhxa?dl=0
* Quick Converter between xwb to other sound files. Details still in progress. You can only discuss this on Discord, to the experts: https://discord.gg/Y7GXc2g


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