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Zero Tolerance for Disrespect

Beyond Good and Evil - 20th Anniversary Edition (*.pak / BPAK)

Featured Replies

Solved by ikskoks

  • Author

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.

  • Author

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!

  • Author

Thank you very much! This script does exactly what I needed it to do. Cheers again!

  • Supporter
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.

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.

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 by Lilothestitch16

  • 2 weeks later...
  • 1 month later...

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? 

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.

  • 6 months later...

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 by AlphaTwentyThree

[PLEASE DELETE]

Edited by AlphaTwentyThree
[PLEASE DELETE]

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 by AlphaTwentyThree

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 by AlphaTwentyThree

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.

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:
image.png.71bdaadd668cb2772a59ee9bc30cb58b.png

Any help is appreciated!

Edited by AlphaTwentyThree

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.

Untitled.png

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