Myro Posted 14 hours ago Posted 14 hours ago Author: Myro Scope: Educational & research-oriented reverse engineering Status: Ongoing research Introduction: This thread documents an ongoing technical research project focused on analyzing the MPK container system used by Where Winds Meet (WWM). The goal is to understand the structure, behavior, and data flow of the game’s asset containers from a reverse-engineering and archival perspective, strictly for educational and analytical purposes. No proprietary assets, binaries, or tools will be distributed as part of this work. 1. Patch*#.mpk vs Resource*#.mpk — Structural Similarity, Semantic Differences At a container level, Patch#.mpk* and Resource#.mpk* share the same base format: Indexed via mpkinfo / mpkdb Entries contain: FileID Size Offset MpkIndex Use the same compression stack: LZ4 / ZSTD / LZMA EZST (AES-encrypted) However, despite this structural similarity, their extraction semantics differ significantly. 2. Patch*#.mpk — Partial Transparency, Direct Asset Access Patch MPKs behave primarily as delta / override containers: Assets retain near-original offsets Internal file structures remain largely recognizable Minimal indirection compared to Resource MPKs As a result: ~99% of audio assets can be recovered successfully A subset of Lua scripts becomes readable after decompression Non-audio assets (including some images) are present and partially accessible Testing on Patch3100.mpk confirmed that Patch archives are not limited to sound assets. Conclusion: Patch MPKs prioritize update efficiency and fast access, with limited transformation of payload data. 3. Resource*#.mpk — Indirection and Shared Data Resource MPKs represent the primary asset pool and introduce several additional complexities: The Size field often represents a logical or expanded size, not the physically stored payload Naïve extraction pipelines tend to: materialize padding and alignment blocks duplicate shared data blobs inflate archive size artificially (e.g. ~2 GB → tens of GB) This behavior explains why Resource MPKs appear far more “opaque” when extracted without validation. Important observations: Fixed headers such as 02 02 02 01 … frequently represent logical structures (e.g. texture containers with multiple mip blocks) Headers of the form size (4 bytes) + size × 20 bytes often describe lookup tables, not standalone assets Many assets are shared, aliased, or referenced indirectly Conclusion: While Patch and Resource MPKs share the same container format, they do not share the same extraction semantics. Resource MPKs require strict validation, deduplication, and asset-type verification to avoid false positives. 4. Audio Extraction & Tooling Initial testing with Ravioli Game Tools proved sub-optimal for this pipeline: Inconsistent parsing of Patch audio assets Unreliable WAV output in multiple cases Switching to vgmstream yielded significantly better results: Correct parsing of recovered audio data Clean, fully functional WAV output Proper handling of codec structures Current result: Audio extraction and conversion are fully verified and stable. 5. Resource.mpk Extraction – Current Progress Testing on Resources49.mpk (~740.9 MB) produced the following results: Successfully extracted: Audio assets → converted to valid .wav files Over 8,500 audio files identified in a single Resource MPK Video files (.mp4) → fully playable Lua scripts (.lua) → extracted but still encrypted / obfuscated Unresolved: Files detected as images (.png, .jpg, .bmp) Headers contain the string “messiah” Strongly suggests custom packing, encryption, or misclassification Currently not valid image data despite file extensions 6. Current Status ✔️All Patch*#.mpk, Resource*#.mpk, and lt*.mpk archives can be unpacked ✔ Audio assets fully recovered and validated ✔ MP4 video assets fully playable ✔ Lua scripts extracted but not yet readable 7. Next Steps Ongoing research will focus on: Reversing additional transformation layers in Resource*#.mpk Identifying: secondary encryption stages compression chaining block or stream reordering Investigating the custom image container format Further analysis of Lua encryption / obfuscation Automating Patch vs Resource handling as two distinct pipelines Notes on Tooling & Distribution All tools used in this project are: developed entirely from scratch created specifically for WWM research used strictly for educational purposes At this stage: no tools, binaries, or scripts will be released no proprietary assets will be redistributed Closing This thread is intended solely as a technical research and documentation log, not as a release, redistribution, or exploitation guide. In accordance with applicable intellectual property laws and forum policies, no tools, binaries, scripts, or extracted assets will be posted or shared, either publicly or privately. All game data, assets, file formats, and related materials discussed here remain the exclusive proprietary property of NetEase and the developers of Where Winds Meet. Any references to assets or file structures are made strictly for educational, analytical, and research purposes, with no intent to enable misuse, circumvention, or redistribution of protected content. Should any concerns arise regarding compliance or scope, I am fully open to cooperating with forum moderation and adjusting the visibility or content of this thread accordingly. Thank you for your understanding and for supporting responsible technical research. — Myro Below are a few illustrative screenshots and log excerpts from the current stage of the research, provided solely to contextualize the findings outlined above. 1
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