Compressed files and methods
Read or post about compression. And decompression. Or ask questions how to decompress your files.
139 topics in this forum
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https://store.steampowered.com/app/4128260/Highguard/ Game appears to run with Unreal Engine 5.3, but the files within the content folders are encrypted with .meta files possibly responsible for the encryption.
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Author: Myro Scope: Educational & research-oriented reverse engineering Status: Ongoing research Introduction: This thread documents an ongoing technical research project focused on analyzing the MPK container system used by Where Winds Meet (WWM). The goal is to understand the structure, behavior, and data flow of the game’s asset containers from a reverse-engineering and archival perspective, strictly for educational and analytical purposes. No proprietary assets, binaries, or tools will be distributed as part of this work. 1. Patch*#.mpk vs Resource*#.mpk — Structural Similarity, Semantic Differences At a co…
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Game: https://ssr.163.com/ Currently, no readable texture/spine seems to be extracted from any extractor/quickbms script, including using onmyoji extractions sample: https://drive.google.com/drive/folders/1lZUEE-HZYJn2HAaO_A_Ml3fiUAB_vw5g?usp=sharing
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===================================================================== Platform: Android Game Name: Jujutsu Kaisen Zero Realm Front Extract Date: 02/16/2026 Game Version: 1.0.1 Link to Files (Decrypted): https://drive.google.com/file/d/1Is3tHvV4xn-cfgX8kZUJMTUf-KXqQnoG/view?usp=sharing P.S. I'm attaching a script that decrypts the bundle data. If anyone wants to try it themselves, they can download the game and extract the resources. jjkZF_Decryptor.py
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Hello i need help understanding / using the font format, since i need it to be able to remap the visual japanese characters, and also in case i need it when i remap everything, if anyone can understand / translate this format into something viewable or usable, that would be appreciated, i will link a file sample here: extracted111.zip other files can be seen here:
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It's not your typical .CPK file. I've tried several programs like CriPak, Game Graphic Studio, UniExtract, and even BMS scripts. Looking at the hex data, you can see that there is a chunk at the beginning containing a lot of data that I cannot read (Image 1), followed by a cut and then what appears to be a .PBL header (Image 2) I think that it contains several PAK files inside. Using publicly available programs on GitHub, I was able to obtain the names of some of the game's assets. It appears to use a similar structure to other Choro Q games. Sample TANK.rar
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How do I repack a UE4.27.2 .pak (game: [REDACTED]) with UnrealPak using AES encryption? I have game AES (which worked for unpacking with FModel tool), but every time I trie to repack with AES I get errors or seems to use a wrong key.... I put the AES key in Crypto.json, like this: { "$types":{ "UnrealBuildTool.EncryptionAndSigning+CryptoSettings, UnrealBuildTool, Version=4.0.0.0, Culture=neutral, PublicKeyToken=null":"1", "UnrealBuildTool.EncryptionAndSigning+EncryptionKey, UnrealBuildTool, Version=4.0.0.0, Culture=neutral, PublicKeyToken=null":"2", "UnrealBuildTool.EncryptionAndSigning+SigningKeyPair, UnrealBuildTool, Version=4.0.0.0, Culture=…
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I wanted to look into the old Grinch game for PS1, and nothing I knew is able to open or extract them I left a few of the level files if anyone can give out any pointers BZZ
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I think this should be fairly straight forward, I just don't have a script for it, much appreciated if anyone can help. https://gofile.io/d/lKd1fJ could be common in other EA titles.
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Hi, apologies that i'd put this in the wrong spot initially (i don't know how to delete the wrong spot copy of the thread) and that it may be formatted terribly, but i'm a bit at the end of my rope here. I've been trying to rip the models from two toku based games from Natsume; "Kaizoku Sentai Gokaiger: Gathered Transformation! 35 Sentai!" and "Kamen Rider Battle: Ganbaride" The issue i'm running into is all the files sport the header "LZS", suggesting it's using some variation of that compression however I cannot however find a tool or script that i believe compresses it right, there's one quickbms script "lzs.bms" which does seem to partially get there as it extra…
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Hello, The Devilman PSX game doesn’t have much text, and I’d like to edit it. Most of the dialogue is audio and is stored in the PSOUND folder. These are .VAG files without header, so they’re easy to extract, edit, and reinsert. I need some help with the game’s images. QDATA.BIN contains many .TIM images, but I don’t see any that contain Japanese text. The game script seems to be stored in .TIM images—I’ve been able to confirm this by analyzing RAM dumps—but when I look for those images in the ISO, I can’t find them. I’ve checked the files one by one with Tile Molester, but I still can’t see the text images that do appear in RAM. They’re most likely compres…
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Hello, I have this Refpack script which can be used on this .file extension which produced a .XPR File, However once i'm done editing the artassets how can i compress .XPR files back to its original form ready for repacking with big file extractor? I've attatched the file in question (compressed) as well as the .BMS script i'm using to decompress it. I essentially just want to reverse the process and compress it back to its standard form after editing. https://mega.nz/folder/nxgmBToI#vesop-bnyyTmyLvR40ahsg Any help is appreciated!
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Hello everyone, I am looking for a way to figure out the compression and decompress .BIN files. Someone told me it’s LZSS. Can anyone help me, please? TEXTURE.zip
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Need help decompress EA BIG files (the ones with the BIGF header) I wanted to get the Mii files from Hasbro Family Game Night 2, and I was able to extract the BIG archive, but not decompressing it, if anyone has a program that can decompress BIG files with the BIGF header, respond to me.
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Hi i was wondering if there is a way to open the .arc files for The Sims on the original Xbox I'm curious to see if the archived files are in .IFF format i tried using The Sims 2 .arc QuickBMS script but to no avail EDIT: Found a script that work ironically it was a Hulk .arc script. Thank You ikskoks
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I've been looking up things about the Disney's Dinosaur games and the PS1 version seems to have all data packed into a file called BIGFILE.CAT The only thing I was able to do was view the voices of the characters in jpsxdec and I've tried looking around in Tiledggd but can't figure out the palette If anyone has an idea of how I can extract the assets such as the textures it would be helpful https://drive.google.com/file/d/1sREyna187mDIzmG6dsxgOZstAbs2TXRz/view?usp=sharing
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It's Unity, but seems to have a protection layer so it can't be opened in Asset Studio. Game Assembly: https://www.mediafire.com/file/3i7kvobi4nacnbh/GameAssembly.zip/file THO.zip
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This is a fanservice sports game by Honey ∞ Parade Games for Android / PC. I know there is a related topic here but I'm making a new topic dedicated to these lza files. These files seems related to lzs compressed files but I didn't manage to extract / decompress these lza files. So I'm providing some lza files if anyone more experienced in this kind of thing to help. Download link for the lza (and related lzs) : https://drive.google.com/file/d/1yInVK6pWv8EonjhZ6O2uVV7VKnIchgZX/view?usp=sharing
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I'm trying to figure out how this old 32-bit iOS interactive novel game (Cause of Death) loads its episode files (.exp format), especially the dialogue strings. Currently I'm able to extract the pictures out of the file (using scalpel and https://www.toolsley.com/inspect.html), but I had no luck doing strings analysis to get any actual text. I loaded the main game binary in IDA, and found out that the game loads the exp file by reading the CSPUD header (12 bytes) and builds a resource table. Each entry maps a resource ID to a file offset. When the game needs a specific resource (like image 0xA9), it looks up the offset, reads the data, checks if it's LZMA compressed (13-b…
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Hello, I have managed to get the game files and uploaded to AssetStudio to view them, and I found Texture2Ds and Sprites but some of the assets are missing. For an example, there are literally no audio/voice files at all. Then, I noticed AssetStudio doesnt recognize the assets inside a folder called "ondemand" and there are about 2k assets there and I think they are encrypted/compressed. Here is one of the examples of the encrypted assets: Is there a way to decrypt/decompress this type of file? I think those are the remaining assets. If anyone can help me I would really apprecaite it. 5db8fd68-da55-9c4a-c71f-84af76d61103.7z
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Hi everyone, I've recently been trying to translate the PS1 game Chou Jikuu Yousai Macross - Ai Oboete Imasu ka (Macross: Do You Remember Love?), but I've found that the game's resource files are all in a compressed format with the extension GKO. I'm not very skilled at handling compressed formats, especially these older ones. The GKO files all start by recording the original filenames before compression, and a single GKO file might contain more than one compressed file. Beyond that, I'm lost. I'm hoping to get help from experts familiar with compression on how to decompress these files. Of course, it would be even better if you could also tell me how to recompr…
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Hello, I tried to decompress an UFC 4 .mcd file which has "chunzstd" signature. After removing the 48 bytes header (so the file to start with 28B52FFD) I used quickbms with comtype zstd, at no avail (comtype LZO1Z didn't work, too). Maybe someone can lend a helping hand? comtype zstd set NAME string "" string NAME + "zstd-decompressed.bin" clog NAME 0 0xCB540 0x100000 The 4th parameter for clog is the uncompressed size, where I tried different values (3rd param = compressed size, 2nd: offset into file). (I see, using 48 here instead of 0 I could have spared removing the header...) head_conor_mcgregor_model_CB540-withoutHeader.zip
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BACKGROUND INFO The file I am trying to decompress is a large 232MB file titled DATA.BIN file in Def Jam: Vendetta (2003) for the PS2. This was a wrestling game featured around rappers signed to the Def Jam label. This was developed by syn Sophia, Inc. (formerly AKI Corporation [when the game was developed] and The Man Breeze) and published by EA Sports BIG. the AKI Corporation also made Ultimate Muscle: Legends vs. New Generation, Galactic Wrestling: Featuring Ultimate Muscle, and Def Jam: Fight for NY around this time. WHAT I AM TRYING TO DO I believe the DATA.BIN file are where the character models, and most of the data, are saved. I am no…
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Hello, I need help decompressing the font in this file, which is compressed using lzss. This file comes from the game Digimon World Data Squad. I am attaching the file in case you want to examine it. gamefont.rar
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How do I decompress CMP files from this game? I need to extract model data. Any help would be great, thanks! cmp.zip
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