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Found 4 results

  1. Hi. I'm looking decryption/encryption script for profile.data for Asphalt 8 v5.8.2. files.zip
  2. Hi there! Thanks for stopping! There seems to be an issue with retrieving character files from this mobile game called Cookie Run OvenSmash. It's a mobile Unity game, so I figured that I could use AssetRipper to pull the models out of the apk file. While I was able to grab them and port them as a Unity project, the only files that didn't seem to be readable were the character files only, and it could be because they are most likely encrypted. Is there a way around this or any they possibly encrypted and decrypting is the only possible way to use the files? If not, I might be stuck since Idk how to decrypt anything. I can send more screenshots if needed
  3. Hello, Back on ZenHAX forums, there was a thread where someone also asked about these ENQ files found in Rig'n'Roll game - see this thread - and I assume I'm not supposed to reply or re-launch these threads. Anyway, is there anyone who ever tried to figure out how 1C / SoftLab encrypted the audio files (music in radio stations)? This game is also known as "Дальнобойщики 3" as well in Russia. The general principle of this game's data storage was around hiding a lot of information from being modified, but someone figured out how to decrypt some of the data - see https://github.com/JosueCA/RigNRoll-modding Sadly, the tool presented there cannot be applied to the audio files, that use ENQ file format, which is obviously not any kind of common audio format, but rather some encrypted or encoded data, so the game recognizes that it needs to be decoded / decrypted during runtime. Given two examples that I attach (had to change the extension to PDF to make it accepted to upload) that are pretty pointless without the access to the game and starting reverse engineering) show that first bytes of both files are pretty much the same, so I would expect some kind of similar "decoded" header like RIFF-WAVfmt to be there. I haven't gone down the rabbit hole of debugging with Ghidra + x64dbg to figure it out, so far I only noticed that the game executable has references to functions like " fm_decoder::decode_portion()" or " fm_dlg_system::play_file()". I think one of the DLLs mentioned AES generation with random IV but I haven't tried using any tools to see if any AES key can be found within the exe or game's memory dump. Game is available on Steam - here - and these functions definitely exist in that release, but it is probably easier to investigate standalone release with DLC mentioned in GitHub repository Would be great to see if someone already tried or wants to try it - this encryption remains a mystery up to this day and I haven't made any progress, although I only barely touched reverse engineering in the past and maybe I'm not giving myself more time to spend on debugging. Harsh=01.pdf Harsh=02.pdf
  4. How to decipher TGA images of compressed BPK? I deciphered the archive of Main.43034.com.gameloft.android.anmp.gloftghm.obb from Gangstar Vegas 4.3.0 using Quickbms Voxarch script. TGA image files appeared, but they are also secured. How to decipher the TGA images compressed by the BPK method? menu_high_android.g4.zip
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