@ Ekey: I have no idea how you generate the [MadMax_Hashes.list], but can users help you with that. F.i. I've extracted [game0.arc], and then checked [FD92844A] which apparently is some sort of FileIndex container (FDA identifier & states "files.ListDirectoryDesc.Files" at EOF)...
btw: is it even possible to generate that list based on/with its subfolder structure?
e.g: [textures/a00/gui/hud_general/a00_gui_hud_general_bg_decal_dif.ddsc] (game0.arc ~ credits.bl)
ps: anyone knows in which arc the scene movies are kept/located? F.e credits, intro for starters... (I assume they'll be Bink movies)
@Paul44: Probably thy(WB Games) using .USM (Scaleform Media Encoder) for the VIDEO, because the game has [cue points], noticed this earlier with "Batman Arkham Knight" (WB Games) when trying to re-encode the .USM video file and failed because it's connected with cue points and also a subtitles.
Condition: Skipping the video scene will work, but if watch until the end of video scene will fail (caused by the lost of cue points)
Cue points: Playing Mad Max after be friend with Dog at the Dessert after the video scene finish, the character already to walk and the dog pin point to the first scene of the game, which is getting some WATER to drink by the main char.
The greatest think about Mad Max "game**.arc" are mostly contains RAW data, because it can be compressed to 4.23 GB from 32.1 GB also their great custom(cue points) Overlay.ered protection [Denuvo]