Killer Instinct Help

Extraction and unpacking of game archives and compression, encryption, obfuscation, decoding of unknown files
Kurome
Posts: 2
Joined: Sun Sep 01, 2019 8:44 am

Killer Instinct Help

Post by Kurome »

I posted a topic a while ago trying to get help with accessing Killer Instinct's Frame Data. I noticed that a lot of the information I posted was extremely off, so I scrapped the previous topic and want to request help/advice without basing anything solely on conjecture.

I'm looking for assistance in getting full and editable access to Killer Instinct's Frame Data. There are DataX tables that have all the different values of each character's move set (Damage, Recovery, Startup, etc.), but these don't actually affect the characters attacks and abilities. They're just informational values that you can view in a standard text format (The game also uses these tables to provide information of your actions when you enable the "Attack Data" option in the practice mode). This folder is located in a larger folder called "scriptdata". The "scriptdata" folder has a variety of different files (Most of the values for damage and x/y velocities when you hit somebody, pre-canned combos for the AI), most of which are accessible. The problem however is that not all of these files are accessible via a text viewer, which makes it impossible to read/write or determine what the contents are (Things like attack characteristics such as recaptures, launchers, flipouts and the amount of Frames to do stuff don't appear in some of the files properly when accessed with a text editor). This game also has a bunch odd number extensions like ".9" (The DataX tables use this), ".58", ".28" and bunch of other number extensions. This makes it hard to figure out how/where these files were edited with (Google Searching didn't provide any results). I've also used a bunch of different programs to open them, like Creo, 3DS, Notepad++, XMLSpy, IDA Dissembler and a bunch of other programs that work as modeling, script or text editors. There are also files that are somewhat readable in this folder, but only provide things like "NULL" and readable bits of text with certain move names and attack characteristics. I'm not sure how to interpret those files, so I would need advice on what could open them or what might open them. I'd like to mention that all of these files were extracted from a file called "GLOBAL.pak". Everything always extracts smoothly from this file as well as the character model paks and stage music pak, but everything else always provides a quickbms error while trying extract from it.

A couple scripts having been floating around that extract from the PAK files I mentioned earlier, however everything else always results in an error like this:

--------------------------------------

Error: incomplete input file 0: D:\KI Modding Tools\Input\SHELL.PAK
Can't read 76451969 bytes from offset 00073b02.
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 0 100% 473858 473858 . offset 00073b02

Last script line before the error or that produced the error:
18 getdstring NVAR NSIZE

-------------------------------------

This is the error that quickbms shows while trying to extract from "SHELL.PAK". It gives a very similar error when trying to extract the stage PAKs as well.


Below is the script that I used to extract from "GLOBAL.PAK".


Code: Select all

IDSTRING PAK_
get VERSION long
get NULL00 long
get TYPE long
get COUNT00 long
get COUNT01 long
get COUNT02 long
for i = 0 < COUNT02
get NULL01 long
get COUNT03 long
get COUNT04 long
math COUNT03 * 4
getdstring NULL02 COUNT03
next i
for i = 0 < COUNT01
get HASH long
get NSIZE long
getdstring NVAR NSIZE
#print "%NVAR%"
next i
for i = 0 < COUNT00
getdstring NAME 0xF0
get VAR00 short
get VAR01 short
get OFFSET long
get VAR02 long
get SIZE long
get VAR03 short
get VAR04 short
get VAR05 short
if VAR03 == 0
elif VAR03 == 1
elif VAR03 == 2
set VAR03 string "kimesh"
elif VAR03 == 3
set VAR03 string "kimat"
elif VAR03 == 4
set VAR03 string "kitex"
elif VAR03 == 13
set VAR03 string "CinematicShot.xml"
elif VAR03 == 21
set VAR03 string "EventList.xml"
elif VAR03 == 22
set VAR03 string "MeshAttachmentInfo.xml"
elif VAR03 == 28
set VAR03 string "kihkx"
elif VAR03 == 29
set VAR03 string "hkAnim"
elif VAR03 == 53
set VAR03 string "ProceduralAnimationData.xml"
endif
string NAME += .
string NAME += VAR03
print "%NAME%"
log NAME OFFSET SIZE
next i





Now, I have a few questions and help requests that I'd really appreciate getting help with:

Does anybody have any experience with searching for frame data in Killer Instinct?

Has anybody managed to get access to or extract the PAK files that I mentioned above? (Stage PAKs, SHELL)

Does anybody know what might programs or tools might be able to read some of the files that can't be viewed (Or are only partially view able) via a text editor?

Am I looking in the wrong places for these files?



I'm not sure if I'm allowed to post links with samples from the GLOBAL.pak directory via a download site (The number formats aren't allowed to be attached to my post), so I would like to know if I'm allowed to post these links are if somebody would like to message me for the links.


I'm not extremely smart when it comes to coding, so I apologize if I look kinda dumb with these requests...


I would really appreciate any help I can get. I've posted help requests in a bunch of different forums, but nobody has responded yet and it's been about a month since I first started looking for help. I've hit wall in what I'm able to do with game or what to look for, so I'd really appreciate any sort of help.
aluigi
Site Admin
Posts: 12984
Joined: Wed Jul 30, 2014 9:32 pm

Re: Killer Instinct Help

Post by aluigi »

On my website there is a script for archives having the magic "PAK_" like the one mentioned in that script.
In case you want to try:
http://aluigi.org/bms/strider.bms