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wq223

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wq223 last won the day on January 19

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  1. Is there a bms script or other script that decrypts nxs3 available, I have tried multiple nxs3 decryption scripts since the text file was encrypted to nxs3, but they all have errors I've also tried writing scripts from quickbms myself, but it seems to be prompting for related errors for the key
  2. If you are a big guy, you can try reverse their binary, maybe (libgame.so) or something, to find the relevant logic of compression, how they encrypt, how they compress, and if you are lucky, it may also be the way to go Find other useful information But it is best not to try to find something on a single compressed file. The file may have been compressed, XOR, reversed, and encrypted, making the file no longer what it was. I'll share a way to reverse the script compression method of other messiah games before In other messiah games (probably part) there are several pyc files embedded at the end of the so file But this kind of pyc cannot be decompiled, but I can get the key through disassembly Just a simple XOR, by converting the header of the original file with the obtained key, I got the file header of zlib But the file cannot be decompressed. I tried to perform 2 bytes of XOR operation at a time, and then tried to decompress, and then learned that XOR has no XOR all bytes So I understand the basic logic of compressing script files Unzip it into a .pyc file, and the text information is included in it But this method should not apply to Yanyun Sixteen Sounds, because I have not seen the original file with the same bytes in Yanyun Sixteen Sounds.
  3. In other Messiah engine games, text files are embedded in scripts, but in the game we are discussing, I did not find any traces of script files. Maybe they modified the compression and encryption methods, causing changes in the file surface. What I doubt most at the moment is EZST encrypted files In other Messiah engine games, text files are embedded into scripts, they use zlib to compress and exorbit it or If zlib compression is used, the fixed byte part must be two digits But the fixed byte EZST here is obviously four bits. Assuming that it stores the script, it will not be zlib compression, because the fixed byte part has exceeded the limit. Or fixed bytes are exceptions, they are not compressed file data All are based on guesswork In addition, regarding their texture files and mesh model files, the encrypted lz4 algorithm is used. Someone has written their decryption script before, but I can't tell if it works.
  4. Hello, is there a problem with the method provided, can the audio be extracted correctly?, If there is no problem, please mark the previous message as a solution to let others know that your problem has been resolved
  5. Hello, although the file is recognized as .wav format by the system, it is actually a .wem format commonly used by the Messiah Engine. Of course, the .bnk format may also appear. You can use this tool to download a version suitable for your system. You can use the command Lines convert it to standard .wav audio or other audio formats https://github.com/vgmstream/vgmstream Of course you can also use the following exe program. I have used it before and can be converted in batches. Before using it, you should modify the file name to .wem. If the file header is BKHD, you should also modify and expand to .bnk RavioliGameTools_v2.10.zip
  6. Hello, you can try the script I wrote. It will parse the Where Winds Meet patch file. I have uploaded the script to the script section. It should be easy to parse the audio file to mpk.py
  7. Version 1.0.1

    18 downloads

    Currently, the test work has been carried out on Where Winds Meet, unless a certain game appears with the same index structure as theirs Applicable games Where Winds Meet Command processing Please put all the files you need into the same folder as the script patch mpk.py patch.mpkdb patch mpk.py *.mpkinfo Notice!!! patch.mpkdb only has the index of patchx.mpk or patchxx.mpk files For example patch.mpk patch1.mpk....patch50.mpk For other mpks, the index information should be in mpkinfo To make the script better handle, please do not put together .mpk files with the same number suffix. For example resources1.mpk LT1.mpk Because there are too many mpkinfo, many mpkinfo and mpk file names are not opposite. In some cases, there is no distinction logic written. If the numbers are the same, it may be misjudged as being to be processed. mpk If you really need to deal with it It is recommended to process step by step, such as importing resources1.mpk and resources.mpkinfo first. After the processing is completed, delete resources1.mpk and resources.mpkinfo in this folder, and then importing LT1.mpk and LT1.mpkinfo If you are dealing with mpkinfo named after the in-game name For example MpkCached_common_qinghe.mpkinfo It is recommended to put all patches of patchxxxx.mpk into this folder
  8. where winds meetUse the new version of Messiah for research and development, and several compression algorithms that were not available during Version 2 were imported internally. This is my first time seeing the EZST compression mark, and this compression type accounts for a high proportion in the file. Of course, I am not sure whether it is a compression format. I used the unknown compressed dump of quickbms, but no valid data available in all the unzipped files. If anyone is interested in researching it, you can take a look. EZST.zip
  9. Hello, I don’t play this game. Studying these is only my hobby, and I don’t know what documents I am an unpacking, but their names have a UI. I think they include pictures and adapt to my script normally. I mentioned the 0001 file you mentioned here, but I have found it here, but I did not solve this file. Other NPK packages I unlocked, most of the .com files were suitable for
  10. I have conducted a counter -compilation test on the script of the traveler (I use the anti -compilation script from the dark destruction of the Diablo) to modify the operating code to apply the traveler, including the two decrypted documents we discussed before, and myself The re -downloaded code script file, more than 90 % of files can be successfully compiled. I think this is a favorable start. I will do the final test. After everything, I will update their anti -compilation script decrypt.zip
  11. I tested your files, and it seems that they are not like ASTC format. After the conversion, ASTC metadata starts with two 00s. I think it seems a bit wrong, because I have never seen ASTC metadata starting with two 00s. The file type changes this is the only possibility I updated the script. Now he has one more test. After reading the file header, he will continue to read whether the next byte is B4930000 to determine whether it is a processed ASTC format I have conducted some file testing in the fifth personality (formal version) and the fifth personality (common version) Most of the .com files I got were B4930000, and what you posted became F3830000. This does not seem to meet expectations. It may be a new type. Now you need to wait for a big man to clarify what type of file he is. 程序库
  12. I re -downloaded the fifth personality (formal version) and obtained the .com file. Try to use my script to analyze it. It still applies to the normally appear, but the files you provide cannot be applicable. If the downloaded version is not, it may be that the file type may change. You can provide the original .com file so that I can check if the format is really modified, or in special cases or in special cases.
  13. Is it all files like this or all the files have 1, 2 that may be unknown. If all pictures are like this, then I should consider updating the script.
  14. Yes, the script works directly with the entire folder, you need to define the input and output folders in my script Here are the two files you provided after processing decrypt.zip
  15. 文件夹内的.csb文件应该是Cocos2D使用的UI文件格式 还应该有一个额外的.plist文件和.json文件,用于拆解纹理中的精灵 另外文件夹中的E206是脚本文件,你可以使用我写的这个脚本来提取它们 并使用另一个重命名脚本将它们恢复为原始文件名 写得有点糟糕
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