Game engine file formats
Topics related to formats used in game engines or their middleware.
70 topics in this forum
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This topic is for discussion of file formats used by the NetEase NeoX Engine.
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I tried today to get a good look at diofields models. Sadly the DFC-Switch.pak seems AES encrypted. The existing tools only work for Steam: https://blog.jamie.holdings/2019/03/23/reverse-engineering-aes-keys-from-unreal-engine-4-projects/ https://github.com/devinacker/UnrealKey Is there a way to get to this key ? (I could buy the game a third time on steam and try my luck, but that seems kinda excessive ...)
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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.
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Hi, I would like to know if someone knows, or could help in extracting or opening the .bin files from the game Gundam Versus for the PS4. I've also dived into checking its succeeding game in the same engine called Gundam EXVS2, and was able to find its files to be in deflate compression but when I used offzip its missing header information and the paddings, otherwise their files are nearly identical to each other so tools might work for both these games. gvs samples.7z exvs2.7z
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The Swarm Engine SDC file is basically a cache of shader groups, their entries and each group's bulk compressed data, that when uncompressed, contains the bulk data of the group which the entry then has reference for the size of each entry's uncompressed data in the then uncompressed bulk data, which is each entry's DXBC shader ( bytecode, not source ). The hierarchy: - Header > Group Count > Entry Count > Bulk Data Size > Sanity Check - Group > Group Bulk Data Size ( Compressed ) > Group Entry Count - Entry - Entry Hash ( CRC32 ) - Entry Bulk Data Size ( Uncompressed ) …
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Guys someone help me to extract the texts from the game .dat file need for speed hot pursuit remastered And the burnout paradise remastered From the Nintendo switch the two games are the same structure Below is the .dat file. Some tool that extracts and imports the texts need for speed.zip
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Hi! I've been having trouble for some time now trying to figure out and view a .mgm file from the game Puella Magi Madoka Magica: TPS Featuring Tomoe Mami (Madoka TPS for short). The .mgm file is a level file for the game. I've been looking through the classes.dex file and still couldn't figure out how the file is loaded. From what I've worked out, it declares the textures to be used at the top, and the rest of the file seems to be OpenGL data. The sceenshot shows the mgm file loaded in the game. classes.dex_Decompiler.com.zip
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This is a Mobile Game from China Mobile Game Website :nebulajoy.com lixingyun.zip
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Hi! I was looking to extract models from the game MS SAGA from PS2 but it has a weird file format, everything is mostly .CMP(SDO Header) Here's a sample CMP SAMPLES.7z
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hello everyone, I want to access the contents of this file but I could not extract the file, is there a quickbms script for this? file attached with .dat extension https://www.mediafire.com/file/23yzs64z459s2cr/classes.dat/file hex :
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我获取了几款 Messiah 引擎游戏的 .pyc 文件,并尝试使用 netease-messiah-tools 工具对其进行解密。作者仅描述了此工具用于《暗黑破坏神:不朽》。我还没有尝试过将其用于其他 Messiah 游戏。如果有人可以尝试解密,我将不胜感激
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The CS:HRTR .db files are used to store position/rotation data of objects, as well as pointers to other .db files, etc. This can be used, for example, to construct a zeppelin in the game, giving it all of its' attachments such as engines, guns etc. It is also used for plane configuration, and you can do some light modding by swapping out a pointer to a plane with a different one in the DB, so long as the bytes still align in the end. It is not unlike that of a Unity prefab. The .sdb files are scene versions, which are used to load the game's levels, maps, etc. There are many early prototype and test .sdbs that can be found in the game's file…
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My Friend Ethanol from Growlanser translation project Team Helped me a Big time by decompressing the game now i have small issue which the game contains Files with FBC , TSH , TSC Extensions Now I need tools to Edit these Files so Can someone help me By Providing me with the tools please thanks in advance
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Hi Does anyone know how to unpack these .bytes files from the mobile game League of Legends: Wild Rift? They are supposed to be unity game files but it seems that it doesn't follow the same file structure as most unity files do and has a weird FBAU header, which looking at it seems like a reverse acronym for Unity Asset Bundle File / UABF > FBAU. Looking around I was able to find someone dump the game's code or something but I have 0 idea what to do with it. I attached some samples and the dump thingy in case someone is willing to help. Thanks! WR.7z com.riotgames.league.wildrift_5.0.0.7650.rar
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Hey guys, I would like some help in extracting this new game developed in Unity. Apparently the game uses the Unity assetbundle, but the structure is different, which is why all the tools (AssetStudio, AssetRipper and etc) I tested are not capable of reading, extracting, etc. Below is a hex example of the game's assetbundle: And this now is an example of an assetbundle (from any game but with the structure readable by any other tool) I'm not sure the changed structure is because there was some compression, encrypt or anything else. Apk: https://downloadwn.youxin75.com/GamePack/game_package2369-14424.apk…
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Hi! I'm in the process of extracting everything from Rhythm Thief, and the "rhythm" folder in the files loads 3 types of files per rhythm game. The file types are .ebt, .rpd, and .rtb. They're incredibly small and I theorize they're used for storing the button timing in the rhythm games. I've attached the entirety of the Rhythm folder here. .ebt is made by a tool called "EVENTBIN" .rpd is unknown .rtb is made by a tool called "RTOOLBIN" rhythm.zip
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Hello all, I have recently acquired a copy of Mirror's Edge (2008) so that I can extract some of the character models from the game and port them to XNALara. How do I go about the process of doing so? Any tips and help would be greatly appreciated. Cheers!
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Is there a way to modify the files or scripts of just dance 3 like add songs from different games or add a mega star maybe?
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