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 Post subject: MK 11 unpack, repack
PostPosted: Wed Apr 24, 2019 4:40 am 

Joined: Tue Sep 30, 2014 5:59 pm
Posts: 129
Hello, here comes the new Mortal Kombat 11, and again the developers have changed the modification of resources! As I understand it .xxx have Oodle compression! Does anyone have any ideas how to deal with this?

MK11.exe
Config.zip
Localization.zip
xxx.zip
All_dll.zip


Last edited by ponaromixxx on Wed Apr 24, 2019 10:33 am, edited 1 time in total.

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 Post subject: Re: MK 11 unpack, repack
PostPosted: Wed Apr 24, 2019 9:52 am 

Joined: Sat Dec 22, 2018 10:03 am
Posts: 23
Could you upload oodle dll from game?


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 Post subject: Re: MK 11 unpack, repack
PostPosted: Wed Apr 24, 2019 10:33 am 

Joined: Tue Sep 30, 2014 5:59 pm
Posts: 129
masagrator wrote:
Could you upload oodle dll from game?


ok updated


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 Post subject: Re: MK 11 unpack, repack
PostPosted: Wed Apr 24, 2019 2:29 pm 
User avatar

Joined: Sat Sep 15, 2018 5:22 am
Posts: 229
normal oodle works fine

here a test script (not sure can works fine in game or not, but test it)

Code:
#Mortal Kombat 11 .xxx decompressor (oodle compression)
#use on raw files
#Script By Shokoniraya


get FILE_NAME filename
string UTX_FILE = FILE_NAME
string UTX_FILE + "_decompressed"
comtype OODLE
findloc UTX_HEADER binary "\xC1\x83\x2A\x9E\x00\x00\x00\x00\x00\x00\x02\x00\x00\x00\x00\x00"
log UTX_FILE 0 UTX_HEADER
for j
comtype OODLE
findloc UTX_HEADER binary "\xC1\x83\x2A\x9E\x00\x00\x00\x00\x00\x00\x02\x00\x00\x00\x00\x00"
goto UTX_HEADER
get HEADER longlong
get PARTION_SIZE longlong
get COMPRESSED_SIZE longlong
get DECOMPRESSED_SIZE longlong

xmath COUNT_FILES "DECOMPRESSED_SIZE / PARTION_SIZE"
xmath TEST_COUNT "COUNT_FILES * PARTION_SIZE"
math DECOMPRESS_SIZE = DECOMPRESSED_SIZE
math DECOMPRESS_SIZE - TEST_COUNT
if DECOMPRESS_SIZE > 0
math COUNT_FILES + 1
endif


math TEST_NUM = COUNT_FILES
math TEST_NUM * 16
math UTX_TOTAL = TEST_NUM
math UTX_TOTAL + 16
math TEST_NUM + UTX_HEADER
math TEST_NUM + 32
math OFFSET = TEST_NUM
math UTX_TOTAL + COMPRESSED_SIZE
for i = 0 < COUNT_FILES
get COMP_SIZE longlong
get DECOMP_SIZE longlong
append
clog UTX_FILE OFFSET COMP_SIZE DECOMP_SIZE
append
math OFFSET + COMP_SIZE
next i
next j


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 Post subject: Re: MK 11 unpack, repack
PostPosted: Wed Apr 24, 2019 3:54 pm 

Joined: Thu Apr 30, 2015 10:50 am
Posts: 12
Shokoniraya wrote:
normal oodle works fine

here a test script (not sure can works fine in game or not, but test it)

Code:
#Mortal Kombat 11 .xxx decompressor (oodle compression)
#use on raw files
#Script By Shokoniraya


get FILE_NAME filename
string UTX_FILE = FILE_NAME
string UTX_FILE + "_decompressed"
comtype OODLE
findloc UTX_HEADER binary "\xC1\x83\x2A\x9E\x00\x00\x00\x00\x00\x00\x02\x00\x00\x00\x00\x00"
log UTX_FILE 0 UTX_HEADER
for j
comtype OODLE
findloc UTX_HEADER binary "\xC1\x83\x2A\x9E\x00\x00\x00\x00\x00\x00\x02\x00\x00\x00\x00\x00"
goto UTX_HEADER
get HEADER longlong
get PARTION_SIZE longlong
get COMPRESSED_SIZE longlong
get DECOMPRESSED_SIZE longlong

xmath COUNT_FILES "DECOMPRESSED_SIZE / PARTION_SIZE"
xmath TEST_COUNT "COUNT_FILES * PARTION_SIZE"
math DECOMPRESS_SIZE = DECOMPRESSED_SIZE
math DECOMPRESS_SIZE - TEST_COUNT
if DECOMPRESS_SIZE > 0
math COUNT_FILES + 1
endif


math TEST_NUM = COUNT_FILES
math TEST_NUM * 16
math UTX_TOTAL = TEST_NUM
math UTX_TOTAL + 16
math TEST_NUM + UTX_HEADER
math TEST_NUM + 32
math OFFSET = TEST_NUM
math UTX_TOTAL + COMPRESSED_SIZE
for i = 0 < COUNT_FILES
get COMP_SIZE longlong
get DECOMP_SIZE longlong
append
clog UTX_FILE OFFSET COMP_SIZE DECOMP_SIZE
append
math OFFSET + COMP_SIZE
next i
next j


I tried to use the script. It says: "Error:invalid command "if" or arguments -1 at line 25"


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 Post subject: Re: MK 11 unpack, repack
PostPosted: Wed Apr 24, 2019 10:18 pm 
User avatar

Joined: Sat Sep 15, 2018 5:22 am
Posts: 229
i just tested this script on quickbms 9.2.0 right now and i upload original bms


and we need AES or anyother encrypting code for Coalesed files (usually, they just using aes code in coalesed)
but there is a 32-bit code at end of archive but i tested it and maybe its just a fake code (because its not working) or using somewhere else


Attachments:
MK11_xxx_decompressor.zip [608 Bytes]
Downloaded 91 times
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 Post subject: Re: MK 11 unpack, repack
PostPosted: Thu Apr 25, 2019 3:18 am 

Joined: Tue Sep 30, 2014 5:59 pm
Posts: 129
tool from gildor not working!


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 Post subject: Re: MK 11 unpack, repack
PostPosted: Thu Apr 25, 2019 5:22 am 
User avatar

Joined: Sat Sep 15, 2018 5:22 am
Posts: 229
ponaromixxx wrote:
tool from gildor not working!

can anybody try my decompressor on game and tell me works or not?


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 Post subject: Re: MK 11 unpack, repack
PostPosted: Thu Apr 25, 2019 7:14 am 

Joined: Thu Sep 14, 2017 12:02 am
Posts: 16
I tried it on the switch version of the game, it decompressed the files, but still unsure how to extract the model, textures, or the sound files.


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 Post subject: Re: MK 11 unpack, repack
PostPosted: Thu Apr 25, 2019 8:52 am 

Joined: Mon Apr 27, 2015 12:21 am
Posts: 7
Decompress but i got this:
Image


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 Post subject: Re: MK 11 unpack, repack
PostPosted: Thu Apr 25, 2019 8:56 am 

Joined: Tue Sep 30, 2014 5:59 pm
Posts: 129
Shokoniraya wrote:
ponaromixxx wrote:
tool from gildor not working!

can anybody try my decompressor on game and tell me works or not?


To understand whether it works or not, you first need to extract resources and replace them.


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 Post subject: Re: MK 11 unpack, repack
PostPosted: Thu Apr 25, 2019 1:58 pm 
User avatar

Joined: Sat Sep 15, 2018 5:22 am
Posts: 229
interloko wrote:
Decompress but i got this:
Image


maybe compression is different! can you upload error file? (tweakvars.xxx)


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 Post subject: Re: MK 11 unpack, repack
PostPosted: Thu Apr 25, 2019 2:15 pm 

Joined: Thu Apr 30, 2015 10:50 am
Posts: 12
Shokoniraya wrote:
interloko wrote:
Decompress but i got this:
Image


maybe compression is different! can you upload error file? (tweakvars.xxx)


Here is the file


Attachments:
Tweakvars.rar [1.11 MiB]
Downloaded 16 times
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 Post subject: Re: MK 11 unpack, repack
PostPosted: Thu Apr 25, 2019 4:17 pm 

Joined: Thu Apr 25, 2019 4:04 pm
Posts: 1
are the coalesced files compressed too? or just encrypted? if so, is there a way to get the AES key to open it?


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 Post subject: Re: MK 11 unpack, repack
PostPosted: Thu Apr 25, 2019 4:36 pm 
User avatar

Joined: Sat Sep 15, 2018 5:22 am
Posts: 229
i need one other small file with error


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 Post subject: Re: MK 11 unpack, repack
PostPosted: Thu Apr 25, 2019 4:55 pm 

Joined: Thu Apr 30, 2015 10:50 am
Posts: 12
Shokoniraya wrote:
i need one other small file with error

If you are talking about the one that was created after decompressing then here. Otherwise I don't know wich one do you need.


Attachments:
Tweakvars.rar [385 Bytes]
Downloaded 22 times
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 Post subject: Re: MK 11 unpack, repack
PostPosted: Thu Apr 25, 2019 5:20 pm 
User avatar

Joined: Sat Sep 15, 2018 5:22 am
Posts: 229
Egor705 wrote:
Shokoniraya wrote:
i need one other small file with error

If you are talking about the one that was created after decompressing then here. Otherwise I don't know wich one do you need.

no, i need an other small .xxx sample with error (it's really needed for fix script)


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 Post subject: Re: MK 11 unpack, repack
PostPosted: Fri Apr 26, 2019 2:53 am 

Joined: Fri Apr 26, 2019 2:51 am
Posts: 1
hi, any idea how long until these files will be accessible to crack for things like textures and character models? for anyone in need of them, i can supply both the pc version .xxx files and switch version (before the update) .xxx files. i would love to be able to find the characters in particular, but i haven't even figured that out yet...
edit: also, the decompression tool works for me!! i'm just not sure what to do with them after that


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 Post subject: Re: MK 11 unpack, repack
PostPosted: Fri Apr 26, 2019 7:31 am 

Joined: Sat Dec 22, 2018 10:03 am
Posts: 23
Murdoink wrote:
are the coalesced files compressed too? or just encrypted? if so, is there a way to get the AES key to open it?

Surface is encrypted. After decrypting we will know if it's compressed too (compressing encrypted file is less efficient than encrypting compressed file).
But looking at differences between PC and Switch I think PC has compressed coalesced too. Switch hasn't (2x bigger).
I'm trying to check if I can find keys in Switch executables, but disassembling it will take time.


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 Post subject: Re: MK 11 unpack, repack
PostPosted: Fri Apr 26, 2019 2:58 pm 
User avatar

Joined: Sat Sep 15, 2018 5:22 am
Posts: 229
i need two file .xxx with error in my script (needed for updating script)


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