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  #241  
Old 12-03-2022, 02:29
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Distant Worlds 2
  • This game uses very weak LZ4 compression on the bundle files, don't expect a HUGE ratio increase
  • Extract contents of the attached archive and use -mDistantWorlds2.
  • Requires liblz4.dll, I included one that gives a good ratio.
  • You can discard DistantWorlds2.xtl for decoding, however you will still need the same liblz4.dll you used for encoding.
Code:
Compressing default.e12a9f593c57fda53166d885e421b7c6.bundle

Compressing 3,090,692 bytes with xtool precomp -mDistantWorlds2 -c256mb -t16 $$arcdatafile$$.tmp $$arcpackedfile$$.tmp
XTool is created by Razor12911

Streams: 903/923
Time: 00:00:00 (00:00:00)
Memory: 146 MB (146 MB)

100%
Errorlevel=0

Compressed 1 file, 3,090,692 => 20,042,229 bytes. Ratio 648.47%
Compression time: cpu 0.02 sec/real 1.41 sec = 1%. Speed 2.20 mB/s
All OK
Attached Files
File Type: 7z DistantWorlds2.7z (249.8 KB, 29 views)

Last edited by Masquerade; 12-03-2022 at 02:32.
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  #242  
Old 14-03-2022, 14:45
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WWE 2K22 research information

Straight away I'll say working on this game has been a headache especially since there is no information online so I'll post some information if someone wants to continue to work on it but doesn't know where to start.

This game is heavily obfuscated/encrypted. The header structed is encrypted, the data itself is encrypted. They used weak xor encryption which is weak but the catch is these keys are different for each stream/block that's encrypted, they are generated based on a generated hash to produce a 256 byte key.

Since I had no idea how to decrypt the header to get these hash values, I just hijacked the exe by injecting code then to be able to obtain decrypted headers which has a structure that looks like this

Code:
type
  PWWEStruct = ^TWWEStruct;

  TWWEStruct = record
    Position, Hash: Int64; {not sure if Hash is 32-bit or 64-bit}
    StreamIndex, CSize, Format, DSize, Unk1, FileIndex: Int32; {FileIndex = bakedfile##.cak}
  end;
As for compression that was used, they used Hydra which comes from oodle library hence you see oo2core_9_win64.dll set to level 6. So if you plan on decompressing all the streams, it's important that you know the decompressed stream size as Hydra streams can either be Kraken, Mermaid/Selkie or Leviathan in terms of their format (Leviathan streams cannot be processed directly by xtool properly if decompressed size is unknown)

The attachment contains decrypted headers for the first 15GB.

Code:
[0] Performing scan from block 0000000000000000 to 0000000000003E87 (16008)
[0] Actual hydra stream found at 0000000000000000 (16008 >> 71384)

[0] Processing streams on block 0000000000000000 to 0000000000003E87 (16008)
[0] Processed hydra stream at 0000000000000000 (16008 >> 71384 >> 16008) using l6,c0,t256 successfully
Attached Files
File Type: 7z wwe2k22_decrypted_headers.7z (2.41 MB, 28 views)
File Type: 7z sample.7z (48.7 KB, 18 views)

Last edited by Razor12911; 14-03-2022 at 14:52.
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  #243  
Old 21-03-2022, 07:33
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Me and Cesar took the opportunity and tested some plugins if they are still working.

Ubisoft Dunia 2 (use xtool 0.3.21 with dunia2_db_R3)
Code:
Far Cry 3
Compressed 2 files, 192,353,931 => 445,118,379 bytes. Ratio 231.41%
Compression time: cpu 0.23 sec/real 11.42 sec = 2%. Speed 16.84 mB/s
All OK

Extracted 2 files, 445,118,379 => 192,353,931 bytes. Ratio 231.41%
Extraction time: cpu 0.41 sec/real 10.08 sec = 4%. Speed 19.07 mB/s
All OK


Far Cry 3 Blood Dragon
Compressed 2 files, 187,181,236 => 381,569,184 bytes. Ratio 203.85%
Compression time: cpu 0.20 sec/real 10.27 sec = 2%. Speed 18.23 mB/s
All OK

Extracted 2 files, 381,569,184 => 187,181,236 bytes. Ratio 203.85%
Extraction time: cpu 0.33 sec/real 8.39 sec = 4%. Speed 22.31 mB/s
All OK


Far Cry 4
Compressed 2 files, 128,161,319 => 304,134,437 bytes. Ratio 237.31%
Compression time: cpu 0.17 sec/real 8.37 sec = 2%. Speed 15.32 mB/s
All OK

Extracted 2 files, 304,134,437 => 128,161,319 bytes. Ratio 237.31%
Extraction time: cpu 0.27 sec/real 8.47 sec = 3%. Speed 15.14 mB/s
All OK


Far Cry 6
Compressed 2 files, 1,018,689,920 => 1,616,466,970 bytes. Ratio 158.68%
Compression time: cpu 0.53 sec/real 15.48 sec = 3%. Speed 65.80 mB/s
All OK

Extracted 2 files, 1,616,466,970 => 1,018,689,920 bytes. Ratio 158.68%
Extraction time: cpu 0.84 sec/real 7.57 sec = 11%. Speed 134.64 mB/s
All OK
Not working: FC5, FCND, WD2
Not tested: FCP (probably same modified lz4 as WD2)


Cyberpunk 2077
Code:
xtool 0.3.21
Compressed 1 file, 200,130,560 => 414,058,350 bytes. Ratio 206.89%
Compression time: cpu 0.25 sec/real 33.74 sec = 1%. Speed 5.93 mB/s
All OK

Extracted 1 file, 414,058,350 => 200,130,560 bytes. Ratio 206.89%
Extraction time: cpu 0.45 sec/real 6.38 sec = 7%. Speed 31.37 mB/s
All OK


xtool 0.4.5
Compressed 1 file, 200,130,560 => 421,178,833 bytes. Ratio 210.45%
Compression time: cpu 0.17 sec/real 30.60 sec = 1%. Speed 6.54 mB/s
All OK

Extracted 1 file, 421,178,833 => 200,130,560 bytes. Ratio 210.45%
Extraction time: cpu 0.45 sec/real 6.46 sec = 7%. Speed 30.96 mB/s
All OK

Unravel 1 + 2 (use xtool 0.3.21)
Code:
Compressed 1 file, 209,006,308 => 412,014,267 bytes. Ratio 197.13%
Compression time: cpu 0.23 sec/real 8.15 sec = 3%. Speed 25.64 mB/s
All OK

Extracted 1 file, 412,014,267 => 209,006,308 bytes. Ratio 197.13%
Extraction time: cpu 0.34 sec/real 2.33 sec = 15%. Speed 89.87 mB/s
All OK

Deathloop (xtool 0.4.5 or 0.3.21 does not matter, both are working)
Code:
Compressed 1 file, 370,332,059 => 538,901,543 bytes. Ratio 145.52%
Compression time: cpu 0.36 sec/real 31.35 sec = 1%. Speed 11.81 mB/s
All OK

Extracted 1 file, 538,901,543 => 370,332,059 bytes. Ratio 145.52%
Extraction time: cpu 0.70 sec/real 31.04 sec = 2%. Speed 11.93 mB/s
All OK

Haemimont Engine (test from "Surviving Mars", xtool 0.4.5 or 0.3.21 does not matter, both are working)
Code:
Compressed 1 file, 117,390,334 => 183,791,889 bytes. Ratio 156.56%
Compression time: cpu 0.11 sec/real 1.79 sec = 6%. Speed 65.52 mB/s
All OK

Extracted 1 file, 183,791,889 => 117,390,334 bytes. Ratio 156.56%
Extraction time: cpu 0.31 sec/real 1.22 sec = 26%. Speed 95.85 mB/s
All OK
Not working: Hitman 3, Bethesda (at least for Skyrim AE version, SE could still work), Saints Row 3 Remaster. Other plugins not tested due to lacking samples.
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Last edited by KaktoR; 21-03-2022 at 09:15.
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  #244  
Old 22-03-2022, 14:55
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Plugins Updated

Changes

- Updated Unreal Engine plugin
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  #245  
Old 23-03-2022, 20:54
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lz4x

Supported games

Unravel games and to be used by QuickBMS scripts...

Results

Unravel "kits\Unravel.kit.0"

Code:
Compressed 1 file, 209,006,308 => 411,939,814 bytes. Ratio 197.09%
Compression time: cpu 0.23 sec/real 5.90 sec = 4%. Speed 35.40 mB/s
Attached Files
File Type: 7z lz4x_R1.7z (115.2 KB, 52 views)
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  #246  
Old 23-03-2022, 20:58
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Quote:
Originally Posted by KaktoR View Post
Not working: Hitman 3, Bethesda (at least for Skyrim AE version, SE could still work), Saints Row 3 Remaster.
-mxtool:SR3Remaster
Code:
Compressed 1 file, 6,970,632 => 15,132,802 bytes. Ratio 217.09%
Compression time: cpu 0.00 sec/real 1.16 sec = 0%. Speed 6.01 mB/s
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  #247  
Old 23-03-2022, 21:28
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Crilayla

Supported games

To be used by QuickBMS scripts...

Results

Metal Gear Rising: Revengeance "data106.cpk"

Code:
Compressed 1 file, 104,629,360 => 322,219,345 bytes. Ratio 307.96%
Compression time: cpu 0.16 sec/real 41.44 sec = 0%. Speed 2.52 mB/s
Attached Files
File Type: 7z cpk_R1.7z (67.1 KB, 52 views)
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  #248  
Old 24-03-2022, 10:20
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WRC10 [LZ4F]
  • A lot of streams are left behind with this method, but if you do not want to extract and decompress each stream before building a decompressed brick of data that you recompress and patch this is a good alternative.
  • Extract contents of the attached archive and use -mWRC10.
  • Requires liblz4.dll, I included one that gives a good ratio.
  • You can discard WRC10.xtl for decoding, however you will still need the same liblz4.dll you used for encoding.
Code:
Compressing CHUNK_14.PKG

Compressing 529,863,949 bytes with xtool precomp -mWRC10 -c256mb -t4 $$arcdatafile$$.tmp $$arcpackedfile$$.tmp

XTool is created by Razor12911

Streams: 537/757
Time: 00:00:14 (00:00:35)
Memory: 522 MB (522 MB)

100%
Errorlevel=0

Compressed 1 file, 529,863,949 => 743,838,469 bytes. Ratio 140.38%
Compression time: cpu 0.61 sec/real 37.86 sec = 2%. Speed 14.00 mB/s
All OK
Attached Files
File Type: 7z WRC10.7z (476.1 KB, 40 views)
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  #249  
Old 28-03-2022, 03:32
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Age of Empires III: Definitive Edition LZ4 plugin
https://krinkels.org/threads/age-of-...s-iii-de.4777/
Attached Files
File Type: 7z aoe3de_xtool_plugin_v1.7z (793.1 KB, 88 views)
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  #250  
Old 06-04-2022, 05:59
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Quote:
Originally Posted by Razor12911 View Post
Crilayla
Supported games To be used by QuickBMS scripts...
Metal Gear Rising: Revengeance "data106.cpk"
Maybe I'm doing someting wrong...but how can I use this on, for example, Dragon Ball Xenoverse 2 .cpk files?
Using -mxtool:crilayla works without error but does not expand at all. dbxv2.xlt generated with bms2xtl using cpk.bms script works (using -mxtool:dbxv2) and .cpk IS expanded. But I don't see how to use this external cpk_R1 plugin, nothing is expanded with crilayla.exe, crilayla.dll and xtool.ini in xtool path (I'm using xtool.ini from latest xtool, section name [crilayla]), maybe I'm missing something?
Thanks in advance,
regards

Last edited by infovs; 06-04-2022 at 07:12.
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  #251  
Old 07-04-2022, 14:29
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Orcs Must Die! 3 [LZ4HC]
  • Extract contents of the attached archive and use -mOMD3.
  • Requires liblz4.dll, I included one that gives a good ratio.
  • You can discard OMD3.xtl for decoding, however you will still need the same liblz4.dll you used for encoding.
Code:
xtool precomp -mOMD3 -c128mb pakchunk42-WindowsNoEditor.pak pakchunk42-WindowsNoEditor.xt_out

XTool is created by Razor12911

Streams: 1892/1892
Time: 00:00:03 (00:00:07)
Memory: 204 MB (204 MB)
Attached Files
File Type: 7z OMD3.Build.8601683.v1.2.0.2.7z (1.91 MB, 11 views)

Last edited by Masquerade; 07-06-2022 at 09:40.
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  #252  
Old 09-04-2022, 21:17
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Quote:
Originally Posted by Razor12911 View Post
Deathloop

Usage
Place deathloop.ini near xtool.exe along with required libraries and use -mdeathloop

Notes

The configuration file can be discarded after encoding.

oo2core_7_win64.dll and oo2core_8_win64.dll are required
I'd like to point out that this game has streams that decompress to 500MB+ each, the largest I've seen is around 870MB which is above the threshold xtool sets to ensure decoding memory doesn't get out of hand and because of this, when xtool decodes it will mostly use 1 thread regardless of the number of threads the user has set which means slow installation times if you planned on repacking this game. It's not a bug, it's how xtool was designed and how the game developers decided to make their game use large streams.

I'm leaving this information here in case people in futruee start complaining about slow installation times for this game when they use xtool. Oodle precompressor side protect does not have this memory threshold so you can use that however be sure to use the libraries attached in deathloop oo2core 7 and 8 are required, oo2core 7 is the one that passes some commands to the original library because not only did they use large streams they used non standard compression settings so good luck

Quote:
Originally Posted by infovs View Post
Maybe I'm doing someting wrong...but how can I use this on, for example, Dragon Ball Xenoverse 2 .cpk files?
Using -mxtool:crilayla works without error but does not expand at all. dbxv2.xlt generated with bms2xtl using cpk.bms script works (using -mxtool:dbxv2) and .cpk IS expanded. But I don't see how to use this external cpk_R1 plugin, nothing is expanded with crilayla.exe, crilayla.dll and xtool.ini in xtool path (I'm using xtool.ini from latest xtool, section name [crilayla]), maybe I'm missing something?
Thanks in advance,
regards
Quote:
Originally Posted by Razor12911 View Post
Supported games

To be used by QuickBMS scripts...
cpk doesn't work by itself it has to be used by another plugin and in this case, a database in which you would create using bms2xtl.

Last edited by Razor12911; 09-04-2022 at 21:28.
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  #253  
Old 19-04-2022, 10:01
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Project CARS [RC4 + XCompress]
  • Extract contents of the attached archive and use -mPCARS.
  • You must use -d1 because this game has two layers to the bff file, the first layer is rc4 encryption and the second is compressed data.
  • You can discard the PCARS.XTL file and the key files for decoding, but you must have:
    • xtool.ini
    • xcompress.exe
    • xcompress.dll
  • You must use the following configuration for the XCompress codec for XTool (thanks Razor12911 for explaining this to me):
    Code:
    [xmemcompress]
    Encode=xcompress.exe d -window=131072 -partition=524288 <library>
    Decode=xcompress.exe e -window=131072 -partition=524288 <library>
Code:
Compressing Monterey.bff, 222,888,414 bytes

Compressing 222,888,414 bytes with xtool precomp -mPCARS -c512mb -t16 -d1 $$arcdatafile$$.tmp $$arcpackedfile$$.tmp

XTool is created by Razor12911

Streams: 5523/5523
Time: 00:00:22 (00:00:05)
Memory: 525 MB (525 MB)

Compressed 1 file, 222,888,414 => 453,409,235 bytes. Ratio 203.42%
Compression time: cpu 0.27 sec/real 40.10 sec = 1%. Speed 5.56 mB/s
All OK
Attached Files
File Type: 7z PCARS.7z (1.55 MB, 19 views)
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  #254  
Old 19-04-2022, 10:08
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^
This also works with pcars2 and pcars3 (same bms script).
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Last edited by KaktoR; 19-04-2022 at 10:24.
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  #255  
Old 19-04-2022, 10:23
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Quote:
Originally Posted by KaktoR View Post
^
This also works with pcars2 and pcars3 (same settings for xmemcompress).
PCARS 2 & 3 use Oodle Kraken, not xcompress.
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