aluigi wrote:@Nobody
Do you mean that my script http://aluigi.org/papers/bms/others/unr ... ment_4.bms version 0.4.7 doesn't work? I doubt.
My mistake Aluigi. Script work perfect. Thanks a lot.
aluigi wrote:@Nobody
Do you mean that my script http://aluigi.org/papers/bms/others/unr ... ment_4.bms version 0.4.7 doesn't work? I doubt.
Code: Select all
Error: incomplete input file 0: F:\MVCI\pakchunk0-WindowsNoEditor.pak
Can't read 4 bytes from offset 786e636d000001c2.
Anyway don't worry, it's possible that the BMS script has been written
to exit in this way if it's reached the end of the archive so check it
or contact its author or verify that all the files have been extracted.
Please check the following coverage information to know if it's ok.
coverage file 0 0% 44 24203445315 . offset 786e636d000001c2
Last script line before the error or that produced the error:
185 get NAMESZ signed_long
TerryXX wrote:Here's some more information about Marvel vs Capcom Infinite, the files that are encrypted in the end they have this same string mcnxyxcmvmcxyxcmskdldkjshagsdhfj (here is a sample file) http://www11.zippyshare.com/v/mddSJhW5/file.html
In the exe file there is a reference to that key:
ˆ úH....ÁÁÁÁ.Í[.ˆ úH..../sK...G¨‡.}ç7SÚ¥Á....... 0úH....Pš.I....@š.I.... 0úH.....dfpc...user32.dll......ntdll.dll.......kernelbase.dll..mcnxyxcmvmcxyxcmskdldkjshagsdhfj....\\.\........\\?\hid#........msvcrt.dll.........I.
The exe file has Denuvo inside it and this format SHA256 openssl.org now I do not know if they used the same encryption for the .pak file.
Edit1: Here is the exe file dumped during a game http://www14.zippyshare.com/v/RZ2xSjME/file.html
you can already notice the files that have been uploaded during the game /Game/..000./.G.a.m.e./.C.h.a.r.a./.%.s./.M.e.s.h./.P.e.r.s.i.s.t.e.n.t.M.a.t.e.r.i.a.l.A.s.s.e.t._.%.s...P.e.r.s.i.s.t.e.n.t.M.a.t.e.r.i.a.l.A.s.s.e.t
godskin wrote:TerryXX wrote:Here's some more information about Marvel vs Capcom Infinite, the files that are encrypted in the end they have this same string mcnxyxcmvmcxyxcmskdldkjshagsdhfj (here is a sample file) http://www11.zippyshare.com/v/mddSJhW5/file.html
In the exe file there is a reference to that key:
ˆ úH....ÁÁÁÁ.Í[.ˆ úH..../sK...G¨‡.}ç7SÚ¥Á....... 0úH....Pš.I....@š.I.... 0úH.....dfpc...user32.dll......ntdll.dll.......kernelbase.dll..mcnxyxcmvmcxyxcmskdldkjshagsdhfj....\\.\........\\?\hid#........msvcrt.dll.........I.
The exe file has Denuvo inside it and this format SHA256 openssl.org now I do not know if they used the same encryption for the .pak file.
Edit1: Here is the exe file dumped during a game http://www14.zippyshare.com/v/RZ2xSjME/file.html
you can already notice the files that have been uploaded during the game /Game/..000./.G.a.m.e./.C.h.a.r.a./.%.s./.M.e.s.h./.P.e.r.s.i.s.t.e.n.t.M.a.t.e.r.i.a.l.A.s.s.e.t._.%.s...P.e.r.s.i.s.t.e.n.t.M.a.t.e.r.i.a.l.A.s.s.e.t
Code: Select all
Example:
dfpslayer "C:\Program Files (x86)\Steam\steamapps\common\MARVEL VS. CAPCOM INFINITE\MVCI\Content\Paks\pakchunk0-WindowsNoEditor.pak"
aluigi wrote:Apparently the encryption algorithm is very simple and the final header of 0x1c2 bytes is useless.
I have made a script and it works well but I don't know why the final data of the rebuilt filecutted file doesn't match what I expected, anyway I don't see errors:
http://aluigi.org/bms/mvci_dec.bms
P.S.: I have seen the key in the edited bms that has been posted but in the 10Mb filecutted sample I have here all the files were not-encrypted, is that key necessary only for some files? (some UE4 games needed a key for some ini files so that's perfectly possible here too)
godskin wrote:## Marvel VS Capcom - Infinite ##
MvCI file decrypter + pak extraction script
https://github.com/AltimorTASDK/dfpslayer/releases
Usage: dfpslayer [file path]Code: Select all
Example:
dfpslayer "C:\Program Files (x86)\Steam\steamapps\common\MARVEL VS. CAPCOM INFINITE\MVCI\Content\Paks\pakchunk0-WindowsNoEditor.pak"
dfpslayer will output the decrypted file with ".decrypted" appended to the path. Once you've decrypted it you can extract pak contents with QuickBMS.
dfpslayer also works on other files within the MVCI/Content folder, not just the paks.
BMS script :
https://gist.githubusercontent.com/AltimorTASDK/a89d03d4c9c54c440756d0e5778bf2c8/raw/d6060548591622d4691a48a69e3bbbca629047f7/mvci.bms
Use with aluigi's QuickBMS. I can't link it here because reddit filters it for some reason.
Using QuickBMS to extract the pak contents is the same as SFV.
The game will load decrypted files.
Use -game=ue4.15 with UE viewer.
godskin wrote:aluigi wrote:Apparently the encryption algorithm is very simple and the final header of 0x1c2 bytes is useless.
I have made a script and it works well but I don't know why the final data of the rebuilt filecutted file doesn't match what I expected, anyway I don't see errors:
http://aluigi.org/bms/mvci_dec.bms
P.S.: I have seen the key in the edited bms that has been posted but in the 10Mb filecutted sample I have here all the files were not-encrypted, is that key necessary only for some files? (some UE4 games needed a key for some ini files so that's perfectly possible here too)
and how to extract .uexp (sound File) ?
aluigi wrote:Apparently the encryption algorithm is very simple and the final header of 0x1c2 bytes is useless.
I have made a script and it works well but I don't know why the final data of the rebuilt filecutted file doesn't match what I expected, anyway I don't see errors:
http://aluigi.org/bms/mvci_dec.bms
P.S.: I have seen the key in the edited bms that has been posted but in the 10Mb filecutted sample I have here all the files were not-encrypted, is that key necessary only for some files? (some UE4 games needed a key for some ini files so that's perfectly possible here too)
Code: Select all
- REIMPORT MEMORY_FILE WORK-AROUND: "MVCI/Content/Chara/005/Mesh/005_RSMA.ubulk"
< 00000000146c419b 53566 MVCI\Content\Chara\005\Mesh\005_RSMA.ubulk
- REIMPORT MEMORY_FILE WORK-AROUND: "MVCI/Content/Chara/005/Mesh/005_RSMA.ubulk"
< 00000000146d12d9 52028 MVCI\Content\Chara\005\Mesh\005_RSMA.ubulk
- REIMPORT MEMORY_FILE WORK-AROUND: "MVCI/Content/Chara/005/Mesh/005_RSMA.ubulk"
< 00000000146dde15 55863 MVCI\Content\Chara\005\Mesh\005_RSMA.ubulk
- REIMPORT MEMORY_FILE WORK-AROUND: "MVCI/Content/Chara/005/Mesh/005_RSMA.ubulk"
< 00000000146eb84c 15071 MVCI\Content\Chara\005\Mesh\005_RSMA.ubulk
- REIMPORT MEMORY_FILE WORK-AROUND: "MVCI/Content/Chara/005/Mesh/2P/005_COLOR.uasset"
- REIMPORT MEMORY_FILE WORK-AROUND: "MVCI/Content/Chara/005/Mesh/2P/005_COLOR.ubulk"
< 00000000146f1ae9 32929 MVCI\Content\Chara\005\Mesh\2P\005_COLOR.ubulk
- REIMPORT MEMORY_FILE WORK-AROUND: "MVCI/Content/Chara/005/Mesh/2P/005_COLOR.ubulk"
< 00000000146f9b8a 37504 MVCI\Content\Chara\005\Mesh\2P\005_COLOR.ubulk
- REIMPORT MEMORY_FILE WORK-AROUND: "MVCI/Content/Chara/005/Mesh/2P/005_COLOR.ubulk"
< 0000000014702e0a 39092 MVCI\Content\Chara\005\Mesh\2P\005_COLOR.ubulk
- REIMPORT MEMORY_FILE WORK-AROUND: "MVCI/Content/Chara/005/Mesh/2P/005_COLOR.ubulk"
< 000000001470c6be 39705 MVCI\Content\Chara\005\Mesh\2P\005_COLOR.ubulk
- REIMPORT MEMORY_FILE WORK-AROUND: "MVCI/Content/Chara/005/Mesh/2P/005_COLOR.ubulk"
< 00000000147161d7 38536 MVCI\Content\Chara\005\Mesh\2P\005_COLOR.ubulk
- REIMPORT MEMORY_FILE WORK-AROUND: "MVCI/Content/Chara/005/Mesh/2P/005_COLOR.ubulk"
< 000000001471f85f 38623 MVCI\Content\Chara\005\Mesh\2P\005_COLOR.ubulk
- REIMPORT MEMORY_FILE WORK-AROUND: "MVCI/Content/Chara/005/Mesh/2P/005_COLOR.ubulk"
- compressed size too big, I try using the zopfli method (may be slow)
- compressed size too big, I try using the uberflate/kzip method (may be very slow!)
-------------------
*EXCEPTION HANDLER*
-------------------
An error or crash occurred:
*EH* ExceptionCode c0000005 access violation
*EH* ExceptionFlags 00000000
*EH* ExceptionAddress 747386b0
746B0000 + 000886b0 msvcrt.dll
*EH* NumberParameters 00000002
*EH* 00000000
*EH* d5619db8
Last script line before the error or that produced the error:
65 clog MEMORY_FILE CHUNK_OFFSET CHUNK_ZSIZE CHUNK_SIZE
L:\Program Files (x86)\Marvel VS Capcom - Infinite\MVCI\Content\Paks>pause
Press any key to continue . . .
godskin wrote:## Marvel VS Capcom - Infinite ##
MvCI file decrypter + pak extraction script
https://github.com/AltimorTASDK/dfpslayer/releases
Usage: dfpslayer [file path]Code: Select all
Example:
dfpslayer "C:\Program Files (x86)\Steam\steamapps\common\MARVEL VS. CAPCOM INFINITE\MVCI\Content\Paks\pakchunk0-WindowsNoEditor.pak"
dfpslayer will output the decrypted file with ".decrypted" appended to the path. Once you've decrypted it you can extract pak contents with QuickBMS.
dfpslayer also works on other files within the MVCI/Content folder, not just the paks.
BMS script :
https://gist.githubusercontent.com/AltimorTASDK/a89d03d4c9c54c440756d0e5778bf2c8/raw/d6060548591622d4691a48a69e3bbbca629047f7/mvci.bms
Use with aluigi's QuickBMS. I can't link it here because reddit filters it for some reason.
Using QuickBMS to extract the pak contents is the same as SFV.
The game will load decrypted files.
Use -game=ue4.15 with UE viewer.