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Game engine file formats

Topics related to formats used in game engines or their middleware.

  1. Started by Kkkkkk,

    Hello How do I add a UTF-8 patch to "eboot.bin"? https://www.mediafire.com/file/shbjlxgrxfqsdx0/eboot.bin/file

    • 1 reply
    • 498 views
  2. Started by Alpha 1001,

    Hi guys, with the help of an AI agent, I decompiled the ea_madden_dump[] binary that is in ea_madden.c written by Aluigi Auriemma. The result is a functional decoder written in pure C for the NFL 07 game files. Here the link for the source: https://github.com/RayneDuarte/Madden-NFL-07-Decompressor

  3. Started by MorgothZE0ne,

    I'm not entirely sure if these file formats are unique to CloakNT engine games or if they're even all that different from each other but I am curios if anyone knows how to unpack them and access their contents. games are Jurassic the Hunted (XB360 port) and Cabela's Dangerous Hunts 2011 (PS3 port) https://drive.google.com/file/d/19FfGnsF3hWKM0MC5MZkxXjaQp1-P7W-v/view?usp=sharing .XDS being what Cauldron's Xbox ports use to pack their assets and .P3S is pretty obvious again idk if the encryption is the same but with different names or if their slightly different due to the consoles.

  4. Hi all — I used the script from this thread to extract text from .EXP files: https://reshax.com/topic/18272-ios-cause-of-death-episode-file-exp-lzma-decompression/ It worked and I can extract the plain text lines, but the `.kiw` files contain additional bytecode that presumably correspond to in game instructions like character dialogue expressions, choices, background images and music cues. I am stuck on how to reverse engineer the bytecode, and the best way to do so. I am not sure of the game engine that made this game but if anyone knows of existing parsers or scripts for `.kiw` or similar, please direct me to anything helpful. I've attached some sample kiw fil…

  5. Started by anderlli0053,

    At first I thought they were regular wwise bank files, which could be extracted with something like https://github.com/eXpl0it3r/bnkextr , but they are in some private format. I think that there may be some sort of an encryption present (XOR?, i think the key is within the first 128 bytes, but not 100% sure) , the file names may be encrypted, the TOCs(file tables) if they are present may be too or not... The thing is that the game music and the levels themselves are packed each in separate BNK file. One of the smallest files which is level 29 can be uploaded here.. In the .7z i included game tree structure and one of the smallest .BNK files (others are e…

  6. CE1_0101_ZOR_360POND.rar There any tool that can open this G1e file

    • 1 reply
    • 889 views
  7. This is a game on the Nintendo 3ds written entirely in Assembly, 100% Custom bin encryption and custom Engine. No normal 3DS tool is able to recognize the format. It does not seem to have a header or "Magic bytes". I have worked on this for weeks, nothing. It does seem like some of the files are JSON format, just renamed to bin. I have linked a few files in this post. Every file can be found here: https://drive.google.com/drive/folders/1FhBMNJjLVHPhdhauYx8xIBJ57fXQDAeI?usp=sharing Some.zip

  8. Firefly Scramble uses NetEase's Messiah engine. I've been trying to get it working for a long time but haven't succeeded. Does anyone know how to do it? It has MPK files, and also another type of resource file, and that kind of resource file is in the storage directory.

  9. Hi, sorry if my English isn't great. I'm trying to get textures from Danball Senki W (PSP) and I'm stuck on a compressed file. I'm not a programmer, just doing this as a hobby, so please bear with me. what I already did: -extracted the game's CPK with VGMToolbox -found MRON3.00 containers inside -wrote a QuickBMS script that extracts entries from MRON (32-byte entries, 6-byte tag, 2-byte ID, 4-byte offset, 4-byte size). It works. -inside MRON I found PSMF videos, nested MRON, and SLZ compressed data Now I'm stuck on SLZ.(( The block I'm looking at is split between two MRON files (0002 and 0003), so I merged them and cut out the SLZ stream into one file. The header sta…

  10. Hi everyone, I'm trying to access the Lua scripts of Dynasty Legends 2 for development/research purposes. I extracted the game files from the APK but the Lua files appear to be encrypted/obfuscated. I can't read or decompile them. - Game: Dynasty Legends 2 (mobile/PC) - Engine: Unity Engine - What I tried: unluac, standard Lua decompilers, basic XXTEA tools Has anyone dealt with this game's Lua encryption? Or can anyone suggest a general approach to hook and dump decrypted Lua from memory (Frida, etc.)? Any help or pointers would be appreciated. Data(Lua's).rar

  11. Hello There, I Have These Files That I Cannot Open And They Are From The 3D Models With Bones And The Other Files Are From A Few Pages Of Texture, The One From The 3D Model With Bones Is .MSH And The Other From .MTX Is The One From The Textureschars.rar

  12. Started by fthdqn,

    I couldn't find a working solution for this specific problem on the forum, so I decided to investigate it myself. After experimenting with the file structure and using AI assistance during the development process, I managed to put together a small Python-based extraction workflow that allows Metin2 .EPK / .EIX files to be extracted. I'm sharing it here in case it is useful to anyone else working with Metin2 assets or encountering the same problem. RequirementsWindows Python installed Metin2 .EPK and .EIX files UsageFirst, extract the provided ZIP archive. After extracting it, copy the Metin2 .EPK and .EIX files you want to work with into the same directory as: epk_extract…

    • 0 replies
    • 1.3k views
  13. GoalExtract the FMV cutscenes from the PS3 version of Resident Evil 0 HD Remaster (MT Framework) to a normal container (MP4/MKV). FilesLocation inside the extracted PKG: USRDIR/nativePS3/movie/*.pamExamples: mt00.pam, mt03.pam (43,506,896 bytes), playdemo.pam. Header layoutHex dump of the first bytes of mt00.pam: 00000000 00 53 46 48 00 01 00 01 0D 25 80 00 00 00 00 00 .SFH.....%...... 00000010 50 41 4D 46 30 30 34 31 00 00 00 02 00 01 A4 AE PAMF0041........ 00000020 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................ ... 00000060 00 00 00 64 00 00 00 00 00 01 5F 90 00 00 01 88 ...d......_..... 00000070 0D 8A 00 01 D4 C0 00 01 5F 90 00 00 00 01 …

    • 0 replies
    • 444 views
  14. Hello Sorry to ask but is there anyway I can open up the LINs Magna Carta Tears Of Blood the engine is a Unreal made for PS2 And I have been looking everywhere for info on how to open it up ! the lin extracts https://drive.google.com/file/d/1v07BlCE1NEvBJaXpiXSbJdjh2eSAHhTw/view?usp=sharing EDIT I can Open Up the lins via Watto's Game Extractor now but its just unreal files here are samples im.zip

    • 1 reply
    • 531 views
  15. How do I unpack this .bin file ENG.rar

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    • 6 replies
    • 1.2k views
  16. yo can anyone teach me how to unpack / extract .mpk files from project bloodstrike by NetEase Games here's few .mpk files if anyone want to try or test https://www.mediafire.com/file/0vadkjoi8t2l9z4/.mpk_files.rar/file thanks

    • 4 replies
    • 6.3k views
  17. Hi everyone, I'm trying to make a texture mod Batman Blackgate, but I'm stuck on the game's TXTR texture format. I'm not a programmer, so I've mostly been learning as I go with some help from AI. I managed to extract the .ara archives using QuickBMS, but I can't figure out how to decode the TXTR files or get them to open in Noesis. I know this is a pretty niche game, but I don't want to give up on the project. If anyone has experience with reverse engineering game texture formats or writing Noesis plugins, I'd really appreciate any advice. batmanstxtr.zip dec.py archives 1- 17kb.zip game files and bms.zip

    • 2 replies
    • 664 views
  18. Started by AlexMayz,

    Greetings to all users. I'd like to know what you think of this game? The RU version or the original version. Recently, I started working on a repacker project for the original version of the game. The results are definitely in place; the files unpack, albeit with minor errors. Would the community like to see a community server for this game, based on the original version? I would also appreciate any information or details that other users have managed to obtain while reversing this game, and I'd be happy to share what I've learned. The archive encryption method hasn't changed, and the keys are still valid even for the latest versions. As far as I kn…

  19. Game links: https://drive.usercontent.google.com/download?id=10BaAnqeX1itu_kWtQJPIC-tgQ3ZJDB_P&export=download (full client of a private server that used to existed) https://www.zone4extreme.com/download (Zone4 Extreme - The only remaining official server) All file formats (sod for audios, img for UI images, mod for archiving models, textures, etc...) seems to use a charset replacement method (see here: https://hcs64.com/mboard/forum.php?showthread=52948), but no progress beyond that, I don't know if the method has changed over the years so i'll put the link of 2 game versions that's few years apart in case it does.

    • 2 replies
    • 1k views
  20. Started by CTHULHU,

    Hello everyone, I need help with unpacking localization files BMS scripts do not help The file format is unknown translate_words_map_en.zip

  21. I want to know what's the engine for this game, the file format is .cat and I don't know how to extract models from it since I can't find any anywhere. I'd appreciate a fast answer, thanks!

    • 1 reply
    • 1.9k views
  22. This is a (ecchi) tower-defense game by DMM for browser and Android (see this link for more info). The files of this game are .ogg for voices and .aar for everything else. The .aar are extractable with this script, and creates .atx with other .aod or .atb files. The main data is in the .atx files, although I found nothing helpful on these atx files (which have to be images / textures). The first bytes are "ALLZ" but I didn't managed to go further than this. So feel free to help if you are familiar with these files. Here is the download link for some of the game's files. I've provided the alar.bms script to extract the .aar files, the original .aar files a…

  23. Started by Maxwell,

    Havok has been around since 2000s. It is commonly associated with game physics, however there is more to it than meets the eye. Havok has and is still used in countless games to this day. It is a almost complete toolset for numerous problematics. This topic will cover broad solutions so reader experience will be required about: Basic knowledge about binary formats Basic knowledge about XML format How ELF or PE works C/C++ data structure layout, member alignment, vtables Data endianess Virtual memory So, what Havok covers? Animation (presumably discontinued), covers animation algorithms, animation compression and th…

  24. Started by spamzilla,

    So I'm trying to extract the contents of these .CPK files from DIablo 3. The Switch version uses some alternate format though and I haven't found any programs that are compatible with it. Does anybody know of this??

  25. I'm researching a PS2 game .mdl file. It seems to be a container format that includes .geo and .psi sections, but the .geo structure does not look like the more common ones I've seen. I have not been able to fully reconstruct/export the model yet. The main missing parts are: skin/bone binding information transform hierarchy UV mapping The exported model is also heavily corrupted If anyone has experience with this format, or has seen a similar .geo layout before, I would appreciate any help or pointers. Thanks. MDL.zip

    • 7 replies
    • 1.8k views

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