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MangaFighter / QPang by OnNet (*.pack)

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MrMe, posted Sat Jan 20, 2018 6:01 pm (31742)


This is a from a pretty old game that shutdown in 2012.
I was hoping to get some help reversing the pack file format.

Some samples:
- object.pack (2.4 MB)
- imagess.pack (2.3 MB)
- q05_sweety.pack (8.5 MB)

There is also a dll that contains the logic to parse it called On3D.dll.

Image

If you need more information, please let me know.
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aluigi, posted Sun Jan 21, 2018 10:44 am (31769)


Each line looks obfuscated probably a xor with a non-fixed key I guess.
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Unsaved Changes, posted Thu Apr 02, 2020 2:18 pm (55462)


I am sorry to try and resurrect this post, but it has regained relevance.
The game in question is on the brink of returning in the form of a community project. It is essentially a server that is able to provide an environment for the original client to run on.
However, we lack full control over the client. Using the code provided back in the day, I can indeed browse the assets of the game. However, I would like to be able to change them and put them back in the game. This may allow for community development of items and more.
So that brings me to my question; is it possible for this BMS code to be reversed, so that quickbms reads something like a folder or zip file and outputs it as a .pack file with the right encoding?
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aluigi, posted Fri Apr 03, 2020 8:15 am (55475)


The reimport feature of quickbms should do the job.
Try reimport2.bat with the edited files and check if the game loads the new content.
Info about the reimport mode are in section 3 of http://aluigi.org/papers/quickbms.txt
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