February 4Feb 4 Localization It's not your typical .CPK file. I've tried several programs like CriPak, Game Graphic Studio, UniExtract, and even BMS scripts. Looking at the hex data, you can see that there is a chunk at the beginning containing a lot of data that I cannot read (Image 1), followed by a cut and then what appears to be a .PBL header (Image 2) I think that it contains several PAK files inside. Using publicly available programs on GitHub, I was able to obtain the names of some of the game's assets. It appears to use a similar structure to other Choro Q games. Just now, BrunoElias2024 said: It's not your typical .CPK file. I've tried several programs like CriPak, Game Graphic Studio, UniExtract, and even BMS scripts. Looking at the hex data, you can see that there is a chunk at the beginning containing a lot of data that I cannot read (Image 1), followed by a cut and then what appears to be a .PBL header (Image 2) I think that it contains several PAK files inside. Using publicly available programs on GitHub, I was able to obtain the names of some of the game's assets. It appears to use a similar structure to other Choro Q games. Sample TANK.rar
February 4Feb 4 Supporter First uint32 Unk, next uint32 Count, following offsets "uint16" multiplied by 2048 which gives you absolute offset. Not sure why they are repeating.
February 4Feb 4 Supporter Solution # Shin Combat Choro Q (Japan) (.CPK) Get UNK Long Get FILES Long PutArray 0 FILES 0 For rip = 0 < FILES Get SHORT_OFF Short Math OFFSET = SHORT_OFF Math OFFSET * 0x800 PutArray 0 rip OFFSET Next rip For rip = 0 < FILES GetArray OFFSET 0 rip Math NEXT_IDX = rip Math NEXT_IDX + 1 If NEXT_IDX < FILES GetArray NEXT_OFFSET 0 NEXT_IDX Else Get NEXT_OFFSET Asize EndIf Math SIZE = NEXT_OFFSET Math SIZE - OFFSET If SIZE > 0 Log "" OFFSET SIZE EndIf Next rip QUICKBMS choro_unpack.zip Edited February 4Feb 4 by Rabatini
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