MK 11 unpack, repack

Extraction and unpacking of game archives and compression, encryption, obfuscation, decoding of unknown files
Luriam
Posts: 14
Joined: Sat Feb 09, 2019 4:07 pm

Re: MK 11 unpack, repack

Post by Luriam »

Shokoniraya, it's ok, thanks for confirming :>
Egor705
Posts: 12
Joined: Thu Apr 30, 2015 10:50 am

Re: MK 11 unpack, repack

Post by Egor705 »

Shokoniraya wrote:Luriam, sorry. i was busy and could not answer you
sounds does not have any name and i just named same as .xxx_decompressed name


joonx86, all strings are UTF-32! :!:
i don't know why! but if quickbms had UTF-32 support, then i could do something


All sound effects are inside "CHAR" files (example: "CHAR_SCO_ScriptAssets"). So if follow Luriam's method, you will be able to find .fsb file inside of it, but it seems to be corrupted or something.
Here is the file if you want to look at it yourself: http://www.mediafire.com/file/n6c7a50sa ... s.rar/file
WhatEvsDude
Posts: 3
Joined: Tue Apr 30, 2019 10:05 am

Re: MK 11 unpack, repack

Post by WhatEvsDude »

This is very good. The only thing that doesn't seem to work are the _MEDIA files, for the Announcers. Bummer, I wanted to year Johnny Cage say "FATALITY!"
Luriam
Posts: 14
Joined: Sat Feb 09, 2019 4:07 pm

Re: MK 11 unpack, repack

Post by Luriam »

Actually I got those too :> If you check my post again you will see that I mentioned .PSF files. Here's an example of some files I was clicking on because I'm too lazy to upload them one by one

https://puu.sh/DnFRa/a820de299b.mp4

These particular lines can be found in INIT_ScriptAssets.psf
WhatEvsDude
Posts: 3
Joined: Tue Apr 30, 2019 10:05 am

Re: MK 11 unpack, repack

Post by WhatEvsDude »

Wow, really? INIT_ScriptAssets? Who would think to look at them inside there. Thanks for that! I guess that video for the Johnny Cage announcer could use an update then :P
Egor705
Posts: 12
Joined: Thu Apr 30, 2015 10:50 am

Re: MK 11 unpack, repack

Post by Egor705 »

Luriam wrote:Actually I got those too :> If you check my post again you will see that I mentioned .PSF files. Here's an example of some files I was clicking on because I'm too lazy to upload them one by one

https://puu.sh/DnFRa/a820de299b.mp4

These particular lines can be found in INIT_ScriptAssets.psf


Were you able to extract "Characters sounds"? Like Swords sounds, hits sounds and etc. Those sounds are in files named "CHAR_" (As I mentioned earlier). I tried to do it by your method but I get nothing but broken .fsb
Luriam
Posts: 14
Joined: Sat Feb 09, 2019 4:07 pm

Re: MK 11 unpack, repack

Post by Luriam »

@Egor705, yes I did. First I decompressed them with QuickBMS w/ Shokoniraya's script. Then I used Ravioli to extract and convert them to .ogg

Stuff like this ?

https://puu.sh/DnKeI/e1166a8aff.mp4

You can find it in the .xxx or .psf files starting with GEARASSETS. I can't remember which ones, but I think it was the .psf files. Unfortunately they're so big and bloated because they most likely contain textures or meshes inside. And it will take Ravioli a long time to process them
Egor705
Posts: 12
Joined: Thu Apr 30, 2015 10:50 am

Re: MK 11 unpack, repack

Post by Egor705 »

Oh, thank you. I thought they were inside "CHAR" files (In previous games they were in there).
blenux
Posts: 66
Joined: Wed Nov 15, 2017 1:30 am

Re: MK 11 unpack, repack

Post by blenux »

Hey guys, so is there a way to get the textures and meshes from the files?

Cheers.
thethiny
Posts: 10
Joined: Tue Jan 26, 2016 10:34 pm

Re: MK 11 unpack, repack

Post by thethiny »

@Shokoniraya

About the tweakvars file, it's been encrypted differently since MKX. No one was able to check its content then too. That's why it gives error.

About the string at the end of the encrypted files, it's just there to make sure the file was done correctly. It has no value and means nothing. It's a common UE4 string that specifies that this file is encrypted/compressed... Etc

Also, thank you for the script. Would you be interested in helping us with modding the game? We're a small community of 3 members who constantly are trying to mod the PC version. We have our own tools and so to bypass denuvo and such, and we know how to reimport files into the game and make it work, but we can't modify the files themselves yet. If you're interested let me know please.
Shokoniraya
Posts: 416
Joined: Sat Sep 15, 2018 5:22 am

Re: MK 11 unpack, repack

Post by Shokoniraya »

thethiny wrote:@Shokoniraya

About the tweakvars file, it's been encrypted differently since MKX. No one was able to check its content then too. That's why it gives error.

About the string at the end of the encrypted files, it's just there to make sure the file was done correctly. It has no value and means nothing. It's a common UE4 string that specifies that this file is encrypted/compressed... Etc

Also, thank you for the script. Would you be interested in helping us with modding the game? We're a small community of 3 members who constantly are trying to mod the PC version. We have our own tools and so to bypass denuvo and such, and we know how to reimport files into the game and make it work, but we can't modify the files themselves yet. If you're interested let me know please.


tweakvars using zlib, and script just working with OODLE, maybe i will update and add lzo and
zlib in later to support better

about strings, thanks for saying and probably its just because of padded encryption, any hope to get key?

i want to mod it too, im working on a extractor script, but main problem is loading unmodified decompress files to game, can you do anything for that?
Shokoniraya
Posts: 416
Joined: Sat Sep 15, 2018 5:22 am

Re: MK 11 unpack, repack

Post by Shokoniraya »

can anybody test this file on game and tell me its work or not? https://ufile.io/9pqkbxmz
thethiny
Posts: 10
Joined: Tue Jan 26, 2016 10:34 pm

Re: MK 11 unpack, repack

Post by thethiny »

Shokoniraya wrote:tweakvars using zlib, and script just working with OODLE, maybe i will update and add lzo and
zlib in later to support better

about strings, thanks for saying and probably its just because of padded encryption, any hope to get key?

i want to mod it too, im working on a extractor script, but main problem is loading unmodified decompress files to game, can you do anything for that?


About the tweakvars, great news!

About strings, you're correct. The keys are the following:
EED11F91FDD7197FEB50C7CC1F0F2E38B48AED3A45F3232D5A91D860812A4EAC
93 BB 69 DF 37 D5 38 57 B8 6B 20 E1 45 CB A0 61 DD 7D CF ED 3A AC F2 DB 29 35 91 6C 27 66 0B AF
45 37 40 5B 64 5A 66 6F 59 43 57 3B 2B 59 57 52 3B 30 4A 4B 5E 7B 39 74 74 3A 79 55 30 5F 54 26
98 2F 8A 42 91 44 37 71 CF FB C0 B5 A5 DB B5 E9 5B C2 56 39 F1 11 F1 59 A4 82 3F 92 D5 5E 1C AB
22 AE 28 D7 98 2F 8A 42 CD 65 EF 23 91 44 37 71 2F 3B 4D EC CF FB C0 B5 BC DB 89 81 A5 DB B5 E9
98A1ADD074A030B541D6D2665FA906FE3ACE1E0A89CFFB8E9C215CDB47604694
9AB5C9F385989092DD9FD432C18A26C2A5371553E990A6C277F7CC02E34B2B7C

I found these keys in the dlls and in the exe. I'm unsure which of them is the right one, but the 2nd key (93 BB) is the one that is loaded up along with the coalesced in memory. I believe it is compressed After encryption, since in MKX they were encrypted only. I could be wrong though. Your best bet is to mod THIS file attached (EnumDatabase.json).

If you're interested in going forward and working together, then please hit me up on discord thethiny #9580, twitter thethiny, or facebook thethiny.

About the file you uploaded, I will need to update my tool first to be able to load it. I will do that hopefully tomorrow. You can't just load decompressed files and assume them to work without adjusting them in the TOC and the ContentVal txt files.


Edit:
I just tried your file, and although the game doesn't throw an error, it crashes the moment it loads up the file. Probably it needs to be recompressed.
tekken57
Posts: 2
Joined: Fri Sep 14, 2018 6:25 am

Re: MK 11 unpack, repack

Post by tekken57 »

If you can provide some details on the archive and model formats, I can code support for the archives into my suite of tools.
spennser
Posts: 6
Joined: Wed Jan 17, 2018 1:18 am

Re: MK 11 unpack, repack

Post by spennser »

any chance of someone uploading sound effects? thank you!
mrNicetone
Posts: 1
Joined: Tue Jun 11, 2019 3:21 pm

Re: MK 11 unpack, repack

Post by mrNicetone »

hi there, so can we extract files from Coalesced.ini using quickbms?
HukpoFuJl
Posts: 1
Joined: Mon Jun 24, 2019 9:05 am

Re: MK 11 unpack, repack

Post by HukpoFuJl »

Can anyone unpack file "\Mortal Kombat 11\Asset\MK11ItemDatabase.xxx" (PC version)?
BMS Script from this theme doesn't work with it :(
masagrator
Posts: 82
Joined: Sat Dec 22, 2018 10:03 am

Re: MK 11 unpack, repack

Post by masagrator »

mrNicetone wrote:hi there, so can we extract files from Coalesced.ini using quickbms?

This is not a archive, but configuration file. Only first version is decrypted. Next ones are not cracked.
mk_fan
Posts: 15
Joined: Sun Aug 23, 2020 1:47 pm

Re: MK 11 unpack, repack

Post by mk_fan »

Sorry to bump an old topic, but I'm looking for tools to extract and repack MK11 files.

Any chance to get a quickbms updated script for this game? IF not, are there any resources I can use to learn about creating new bms scripts?

Thanks.