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PostPosted: Tue Sep 25, 2018 10:46 pm 

Joined: Tue Sep 25, 2018 10:43 pm
Posts: 3
Ring of Elysium uses Tencent's new QuickSilver X engine. Nearly every file appears to be put into some specific "SFC" format. A few data files however use a .VFS extension.

Steam Link:
https://store.steampowered.com/app/7557 ... f_Elysium/

Sample SFC Files:
https://mega.nz/#!aU43HTbb!H8D1MPZwyUPe ... -vPEa3mCtQ

Binaries:
https://mega.nz/#!TZgh2TJY!hCslsOKvx169 ... ErUUt2Y7fM

Sample VFS Files (with a few potentially linked additional files):
https://mega.nz/#!3EIAzQya!AXjss_-y4EqN ... xy41RHhP0s


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PostPosted: Wed Oct 03, 2018 11:10 am 
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My script http://aluigi.org/bms/qq_sfc.bms seems to work


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PostPosted: Thu Oct 04, 2018 10:48 pm 

Joined: Tue Sep 25, 2018 10:43 pm
Posts: 3
aluigi wrote:
My script http://aluigi.org/bms/qq_sfc.bms seems to work


Thanks for the suggestion. After running that, all of the files are incorrectly named and most appear to have their file type incorrectly identified. For example opening the Script.sfc file with that script will produce a file named 00000000.pan however that file, along with most every file in the Script.sfc file, is actually a .lua file. It appears the first three letters from the file contents are being used incorrectly as the file type. The first line of that specific files content is:
Code:
PanelLayout("InteractEntityPanel")


Looking through these files though it appears after some reach that the majority of these files are from Tencent's previously published game on the same engine, Moonlight Blade, even though they claim this is a new engine. After figuring that out, I found out this script http://aluigi.altervista.org/bms/dzs_qq.bms was suggested to open the Moonlight Blade VFS files. I tried using that on this game and it properly extracted a large number of files. Unfortunately it seems to fail to extract many of the new files for Ring of Elysium though. After attempting to extract all the data_bas_#.vfs files, entire directories such as Data\Table\WEAPONS do not get extracted.

Do you happen to have any ideas on how to resolve that so all files are able to be extracted, and named properly?


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PostPosted: Fri Oct 05, 2018 7:38 am 
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SFC: there are no filenames stored in the archive, therefore the script uses a sequential hexadecimal name with a guessed extension. lua files don't have a fixed magic, that's why you get a "pan" extension instead of a "lua" one.

VFS: I forgot to link that script in my previous post. The script is 100% heuristic and therefore it's normal if something is not extracted, maybe you can try opening it with a text editor and setting the OLD_SCRIP variable to 1 but the filenames are probably going to be wrong.


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PostPosted: Thu Oct 11, 2018 12:44 am 

Joined: Tue Sep 25, 2018 10:43 pm
Posts: 3
aluigi wrote:
SFC: there are no filenames stored in the archive, therefore the script uses a sequential hexadecimal name with a guessed extension. lua files don't have a fixed magic, that's why you get a "pan" extension instead of a "lua" one.

VFS: I forgot to link that script in my previous post. The script is 100% heuristic and therefore it's normal if something is not extracted, maybe you can try opening it with a text editor and setting the OLD_SCRIP variable to 1 but the filenames are probably going to be wrong.


For SFC files, would something like what Ekey posted in this ( viewtopic.php?t=4299#p34533 ) old Moonlight Blade thread perhaps be possible to perform in an attempt to create valid filenames?

As for an update on the VFS suggestion; when I set the OLD_SCRIPT value to 1 I got quite a few different files output that had new valid data within them. Many previous files were still output but now with garbage data.


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 Post subject: VFS Script Help
PostPosted: Thu Oct 11, 2018 3:42 pm 

Joined: Thu Oct 11, 2018 3:27 pm
Posts: 2
The current VFS script seems to not work on the file attached. Not sure how to fix it so I thought I would post here.

Edit: the game is Ring of Elysium and the file in question is data_bas_3.vfs


Last edited by Lx22 on Thu Oct 11, 2018 4:42 pm, edited 1 time in total.

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 Post subject: Re: VFS Script Help
PostPosted: Thu Oct 11, 2018 4:07 pm 
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There is no file attached and no name of the game


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 Post subject: Re: VFS Script Help
PostPosted: Thu Oct 11, 2018 6:37 pm 

Joined: Thu Oct 11, 2018 3:27 pm
Posts: 2
edited the post


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PostPosted: Thu Oct 11, 2018 7:27 pm 
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Posts moved in the original topic for this game.

Regarding that data_bas_3.vfs archive, it contains no data, all the information about the files say that they are empty.


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PostPosted: Sat Oct 13, 2018 12:05 pm 

Joined: Sun Apr 29, 2018 1:33 pm
Posts: 6
aluigi wrote:
Posts moved in the original topic for this game.

Regarding that data_bas_3.vfs archive, it contains no data, all the information about the files say that they are empty.


Dear aluigi, I'm not sure if it helps.
Here are the vfs_r.dll, used for extract the vfs file. I have asked someone who said successfully extract vfs totally correct by invoke this dll file, but he didn't told me how.

Attachment:
VFS_r.dll.zip [237.82 KiB]
Downloaded 1 time


Second one, an vfs extractor written by annother one which could successfully extract small file(but no files > 2GB). Here it is. Select a vfs file and it could extract all files to "temp" folder in the same path.
Attachment:
vfs_extractor.zip [743.43 KiB]
Downloaded 8 times


Perhaps together with files in my last reply viewtopic.php?f=9&t=4299&p=37966&hilit=moonlight+blade#p37966 , could help extract them.
You're such a good man, I'm very sorry for what I did last time that posting a separate duplicate thread causing delete.


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