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Wii .ash File

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Larsenv, posted Thu Jul 09, 2015 5:55 pm (6268)


Hi.

I know this format has been mentioned before but I badly need a QuickBMS script for Wii .ash Files. Not an application, I specifically need a QuickBMS script...

Since it's an unknown compression algorithm, I'll use this as an example as it's in the Wii Menu...

And here's the QT code so you can try porting it over to the script, I can't compile this...

Thank You.
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aluigi, posted Thu Jul 09, 2015 8:09 pm (6270)


Do you have a sample to test?
If the compression is not available yet in quickbms, I can write a script that just uses that function... basically a DLL inside a script.
Isn't more simple to just make a small executable?

I have made some modifications and it's now without QT.
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Larsenv, posted Thu Jul 09, 2015 9:35 pm (6272)


Could you please give the script to me? I have some samples that I can test with the script... :D
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aluigi, posted Thu Jul 09, 2015 11:09 pm (6274)


It's a command-line tool where you have to specify input and output filename.
It has not been tested so I'm sure at 99% that it will not work.

*edit* removed, check next posts.
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Larsenv, posted Fri Jul 10, 2015 10:03 pm (6288)


OK, I just tried it with the ash.exe (input) (outfile) usage... Unfortunately, it didn't do anything.

Could you please look at it? I looked at the C source code included and I'm assuming lines like "uint64" need to be changed with "u64" and have the proper syntax for it to do anything...

P.S. The problem is most likely unrelated to me running this in a Windows VM, as your tools like QuickBMS or Offzip work fine for me.
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aluigi, posted Sat Jul 11, 2015 2:27 am (6293)


The lack of output is correct.
Provide a sample
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Larsenv, posted Sat Jul 11, 2015 2:53 pm (6304)


I'm using the same file as mentioned in the first post.
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aluigi, posted Sat Jul 11, 2015 4:31 pm (6307)


Sorry, it was a stupid error I did with copy&paste code.
The following works perfectly and I have added also some information to visualize.

FYI, this compression algorithm will be implemented in the next quickbms.

ash.zip

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Larsenv, posted Sat Jul 11, 2015 7:25 pm (6312)


OK, it's almost working good... The health.ash extracted, but I unfortunately can't extract these examples from My Pokemon Ranch...

Probably because the stack buffer is too small? We're close to getting it working perfectly...
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aluigi, posted Sat Jul 11, 2015 10:11 pm (6315)


I will not rewrite that code.
It's bugged and doesn't work. Simple.
Even after adjusting some things it still doesn't work.
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Larsenv, posted Sat Jul 11, 2015 10:29 pm (6316)


That's fine...

I was just hoping there was a way to decrypt some of the Wii .ash game files. That's OK.
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aluigi, posted Sat Jul 11, 2015 10:41 pm (6318)


The only way is reversing and writing everything from scratch because the original source (which seems an asm->C conversion) is not 100% working.
Anyway I'm quite sure to have already seen something similar to that algorithm, I clearly remember a compression divided in 2 parts like data and dictionary but unfortunately I don't remember where I implemented it.
I already tried the scanner and there were no good results so, probably, there is a code that is "similar" but is not the same.
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Larsenv, posted Sun Jul 12, 2015 1:44 am (6323)


This one? That's the game I'm trying to extract from...

I forgot to mention it.

I guess I can dump the textures to get them...
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