Masquerade Posted June 25, 2024 Posted June 25, 2024 Hello, please may I request a QuickBMS script to extract the PAK files from the recent release Beyond Good and Evil - 20th Anniversary Edition. A sample is attached below. I believe LZ4 compression is used. https://www.upload.ee/files/16793715/Engine.pak.html https://www.upload.ee/files/16793716/Shaders.pak.html Thanksin advance!
Moderators ikskoks Posted June 25, 2024 Moderators Posted June 25, 2024 Can you upload more samples? Something with music or with textures maybe? Which platform are those samples from? PC/Steam?
Moderators Solution ikskoks Posted June 25, 2024 Moderators Solution Posted June 25, 2024 Nevermind. I've figured it out. Try this script: https://github.com/bartlomiejduda/Tools/blob/master/NEW Tools/Beyond Good %26 Evil/Beyond_Good_and_Evil_PAK_BPAK_script.bms
Masquerade Posted June 25, 2024 Author Posted June 25, 2024 ikskoks, thank you for your reply. I have provided files from the Nintendo Switch version of the game. The sound data for this game is WWise and isn't compressed. The texture data for the Nintendo Switch version is saved in a single 3GB Resources.pak which is a considerable size to upload. Thank you for your further reply, I shall certainly check out this resource you have provided. 1
Masquerade Posted June 25, 2024 Author Posted June 25, 2024 Hi, the scripts works for all files but the textures Resources.pak. Even the non-compressed wwise audio paks are unpacked correctly with this script. The script believes that Resources.pak is corrupt/incomplete, however I rechecked after re-dumping the RomFS of the game using Ryujinx to make sure that it wasn't user error. I have attached the resources.pak file below: https://gofile.io/d/5L0pHw If you have the time, please may you take a look at this file. Thank you!
Moderators ikskoks Posted June 25, 2024 Moderators Posted June 25, 2024 Turns out that most of the filenames in Resources.pak are hashed: Try the updated script: https://github.com/bartlomiejduda/Tools/blob/master/NEW Tools/Beyond Good %26 Evil/Beyond_Good_and_Evil_PAK_BPAK_script.bms 1
Masquerade Posted June 25, 2024 Author Posted June 25, 2024 Thank you very much! This script does exactly what I needed it to do. Cheers again! 1
Lilothestitch16 Posted June 27, 2024 Posted June 27, 2024 Hello. I have samples from the PC Version if anyone wants to look. Sample: https://drive.google.com/file/d/19ykkuBjBbZOI6rUMYeMs-lrqEu1HELBD/view?usp=drive_link
Lilothestitch16 Posted June 27, 2024 Posted June 27, 2024 On 6/25/2024 at 4:35 PM, ikskoks said: Turns out that most of the filenames in Resources.pak are hashed: Try the updated script: https://github.com/bartlomiejduda/Tools/blob/master/NEW Tools/Beyond Good %26 Evil/Beyond_Good_and_Evil_PAK_BPAK_script.bms Is it possible to make a script to extract those bin files?
Moderators ikskoks Posted June 28, 2024 Moderators Posted June 28, 2024 On 6/27/2024 at 3:52 AM, Lilothestitch16 said: I have samples from the PC Version if anyone wants to look. I've checked your sample. It seems to be the same format as in the Switch version, so my script worked fine with it. On 6/27/2024 at 4:43 AM, Lilothestitch16 said: Is it possible to make a script to extract those bin files? No. Those are data files. For example some of them are WAV files and if you'll change extension from BIN to WAV, then you will be able to play audio in Media Player Classic.
Lilothestitch16 Posted June 28, 2024 Posted June 28, 2024 2 minutes ago, ikskoks said: I've checked your sample. It seems to be the same format as in the Switch version, so my script worked fine with it. No. Those are data files. For example some of them are WAV files and if you'll change extension from BIN to WAV, then you will be able to play audio in Media Player Classic. Did you say .wav file? I thought there would be models in there or something.
Moderators ikskoks Posted June 28, 2024 Moderators Posted June 28, 2024 Yes, WAV files. Archive is called "Resources" and it has over 8GB, so for sure it has all kind of assets. You can use total commander method to search for "RIFF" signature if you want to check it yourself https://ikskoks.pl/searching-text-strings-using-total-commander/
Lilothestitch16 Posted June 29, 2024 Posted June 29, 2024 (edited) On 6/28/2024 at 6:33 PM, ikskoks said: Yes, WAV files. Archive is called "Resources" and it has over 8GB, so for sure it has all kind of assets. You can use total commander method to search for "RIFF" signature if you want to check it yourself https://ikskoks.pl/searching-text-strings-using-total-commander/ I see. I will look more into this. Edited July 2, 2024 by Lilothestitch16
Lilothestitch16 Posted July 2, 2024 Posted July 2, 2024 I heard that there is also a file format called .cgro. Any idea what those do?
Jibinsu Posted August 19, 2024 Posted August 19, 2024 has anyone been able to extract the BF files from the pak yet? i managed to identify that they are there, but havent been able to find any valid way of pulling them out?
Lilothestitch16 Posted August 22, 2024 Posted August 22, 2024 On 8/19/2024 at 11:19 AM, Jibinsu said: has anyone been able to extract the BF files from the pak yet? i managed to identify that they are there, but havent been able to find any valid way of pulling them out? I have not been able to.
Guest Posted February 26 Posted February 26 (edited) Sorry to get back to this format again, but I'd like to get some names for Wwise parsing out of the main Resources.pak of the PS4 version. Getting an `unknown flag 255` error from the script. May I ask to check if anything can be done about this? Thanks! First and last 16mb: https://multiup.io/69f5a924d4d3142dfc26fd5116c72389 Fwiw and in case it might help, there's the line `UniverseKey=71003ff9` inside a file called `BigDir.jdproj`. Edited February 26 by AlphaTwentyThree
Guest Posted February 26 Posted February 26 (edited) [PLEASE DELETE] Edited March 11 by AlphaTwentyThree [PLEASE DELETE]
Moderators ikskoks Posted February 27 Moderators Posted February 27 13 hours ago, AlphaTwentyThree said: Any idea if one can do anything with that key in terms of name hashes? I've no idea. Not sure if it is related at all.
Guest Posted February 27 Posted February 27 (edited) Updated the script - it's actually some kind of folder structure. Probaby not per-byte like right now, but I'll try some variants like 2*2 bytes. I'll also see if I can find some "translation" somewhere. Weirdly enough, the PS4 version has all the audio files from the Xbox One version included or at least I guess what those xma files are. Edited February 27 by AlphaTwentyThree
Guest Posted February 27 Posted February 27 (edited) Forget this last post, it's just a CRC after all - when the folder and file name is almost identical, the type of CRC might place them next to each other. Edited February 27 by AlphaTwentyThree
Guest Posted February 27 Posted February 27 Okay, so apparently the files that get extracted as *._ga hold naming information - need to figure out how they are related to the files themselves, then we should have something much more substantial to work with.
Guest Posted February 27 Posted February 27 (edited) After some name parsing, these are the .gao files with their internal names as file names: https://multiup.io/7ce30b7dbd052f2b53e787ca0729b9c9 This is also where I'm stuck because I can't seen to find anything that references the internal variables to the extracted files. For checking, this is the TOC at the end of the big pak file:toc.7z There definitely are references to the files I'm interested in: Any help is appreciated! Edited February 27 by AlphaTwentyThree
Guest Posted February 27 Posted February 27 Well, I might have found something actually. This is a .gao that references something I'd be interested in. The first marked CRC is some kind of header file, which has another CRC inside and that one is a file with playback information. The seconds marked CRC is the sound file (yay) I don't see any feasible way to auto-parse everything in memory, especially since I even used a workaround that required some manual copying just to get the names from the .gao files, so these would be the central structure to understand so they can be processed in memory.
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