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Sample Data.pak [CheEngine_GI raw dds]

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sigmaz, posted Wed Jul 04, 2018 1:54 pm (36459)


You guys all amazing. Can you help me out decompile this sample data.apk?
I spend this to decompile 2 days, but failed. :(
I got the files from data.apk but it compiled. I don't know how to decompile.

data.pak
https://drive.google.com/open?id=1pyDbT ... tgXq9EHhtu
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aluigi, posted Wed Jul 04, 2018 9:03 pm (36470)


This topic is incomplete and confusing.

What's the name of the game?
You mentioned a data.APK but uploaded a data.PAK.
The topic is in the Graphics section but data.pak is an archive.
The screenshot you posted means you extracted the files or where you got it?
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sigmaz, posted Thu Jul 05, 2018 1:35 am (36485)


Sorry about that. This is not a game. Sample graphic engine.
The extracted files are parsed and divided using format table. But after that, the file was compiled. So I couldn't get the original graphic file.
If I wrote on the wrong board, I will delete this post.
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sigmaz, posted Thu Jul 05, 2018 2:19 am (36488)


I think this post need to move 3D/2D model board.
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aluigi, posted Thu Jul 05, 2018 4:39 am (36496)


Ok, so the pak format is simple:
http://aluigi.org/bms/cheengine_gi.bms

The "problem" is the format of the bin files because they are not the original png/dds/hlsl/obj files but they are stored as resources ready to be used by the engine.
For example the bin files in Textures (filename.png_hash.bin) are what I guess raw headerless dds.

So the section of the forum is correct since now the problem is just figuring out how to parse the simple small bin header and creating a dds header for opening the extracted files.
Hopefully some user will notice the topic and will post a solution, this is usually a simple task based on my experience on the forum.
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sigmaz, posted Thu Jul 05, 2018 10:04 am (36504)


Thank you for your help !! I also try to find a way to recover header.
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