MAD MAX (.arc/.tab) archives

Extraction and unpacking of game archives and compression, encryption, obfuscation, decoding of unknown files
PlanK69
Posts: 73
Joined: Thu Sep 10, 2015 10:17 pm

Re: MAD MAX (.arc/.tab) archives

Post by PlanK69 »

Using the "MadMax_Hashes_0.3a.rar", I extracted most of the game files (although some of them still show as an 'unknown' filetype, so it's unknown if the file is a video/audio/data file). But anyway, I then extracted the files which was extracted with the MadMax_Hashes_0.3a.rar script, with another program called "FsbExtractor.exe". So I currently have lots of files like the attached picture. BUT, I've tried opening the .ogg files (which usually are audio files) with VLC player and Media Player Classic (with ALL the codecs), and it doesn't open. So I have a suspicion that the format of the files isn't really .ogg, unless it uses so really obscure codec for the audio of the game.

Anyway, the thing I'm really looking for is the .avi and .mp4 files, though I haven't found any yet.
spider91
Posts: 233
Joined: Sun Aug 24, 2014 5:26 pm

Re: MAD MAX (.arc/.tab) archives

Post by spider91 »

PlanK69
Posts: 73
Joined: Thu Sep 10, 2015 10:17 pm

Re: MAD MAX (.arc/.tab) archives

Post by PlanK69 »

spider91 wrote:PlanK69

viewtopic.php?p=5342#p5342


When I run the 'fsb_aud_extr.exe', i get the following error: "the program can't start because fmodL.dll is missing from your computer". So, yeah, I can't use that to extract :(
zenis
Posts: 7
Joined: Fri Sep 11, 2015 1:27 am

Re: MAD MAX (.arc/.tab) archives

Post by zenis »

PlanK69 wrote:
spider91 wrote:PlanK69

viewtopic.php?p=5342#p5342


When I run the 'fsb_aud_extr.exe', i get the following error: "the program can't start because fmodL.dll is missing from your computer". So, yeah, I can't use that to extract :(


The fmodl.dll thing comes from here, apparently: http://www.fmod.org/download/#StudioExtras i downloaded the FMOD Studio UE4 Engine Integration, searched for fmodl.dll and copy/pasted it into the folder with the fsb_aud_extr.exe

This looked like it worked for all of a second before it said the FSB i was trying to extract was 'unsupported' or something :/

Incidentally, how did you get .ogg files? When I extract the audio (with a diff extractor), it comes out as .celt which is... yikes. As you can see I'm trying to get the audio too and have been wracking my brain over it for quite awhile now.
PlanK69
Posts: 73
Joined: Thu Sep 10, 2015 10:17 pm

Re: MAD MAX (.arc/.tab) archives

Post by PlanK69 »

I used this fsb extractor: http://aezay.dk/aezay/fsbextractor/

I extracted the files, which first was extracted with the "MadMax_Hashes_0.3a.rar" script, and then with the http://aezay.dk/aezay/fsbextractor/ extractor. You get .ogg files from the extracted files like "cutscenes_common.fsb" and "music_stereo.fsb" and "dialogue_streamed_eng.fsb". I got a total of 800 .ogg files from just those 3 .fsb files
zenis
Posts: 7
Joined: Fri Sep 11, 2015 1:27 am

Re: MAD MAX (.arc/.tab) archives

Post by zenis »

I used that same extractor too but I still just got .celt files? Maybe I'll look into it later and see if I messed a step up along the way though.
spider91
Posts: 233
Joined: Sun Aug 24, 2014 5:26 pm

Re: MAD MAX (.arc/.tab) archives

Post by spider91 »

Here is needed version of fmodL.dll

http://www98.zippyshare.com/v/jnInwFhY/file.html
zenis
Posts: 7
Joined: Fri Sep 11, 2015 1:27 am

Re: MAD MAX (.arc/.tab) archives

Post by zenis »

Plank69: That file spider91 linked is the one you need

ALSO, I did a test with that same extractor. I tried a different .fsb file and it worked! So far I only got audio of Chumbucket sound effects (wrenching, working, etc) but they came out in playable .wav files. I'm gonna test other fsb files and see which ones work and which don't.

can't wait til this tool is done so i can see every file and extract all the audio!
Ekey
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Joined: Sat Aug 09, 2014 2:34 pm

Re: MAD MAX (.arc/.tab) archives

Post by Ekey »

Update for base : added 15k names
Last edited by Ekey on Wed Sep 30, 2015 1:51 pm, edited 1 time in total.
zenis
Posts: 7
Joined: Fri Sep 11, 2015 1:27 am

Re: MAD MAX (.arc/.tab) archives

Post by zenis »

Hit another snag.

So for sound effect FSB files, I can extract those just fine and they come out as playable .wav files. However, anything with dialogue in the filename (character dialogue, i assume) is extracted as a .celt file - I can't get ogg or anything else no matter what I do. and no matter what I look for, I can't find anything relevant on converting or making a .celt file playable?

What I do find re: celt is mostly obsolete information :/
Ekey
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Joined: Sat Aug 09, 2014 2:34 pm

Re: MAD MAX (.arc/.tab) archives

Post by Ekey »

added ~4k names
Last edited by Ekey on Wed Sep 30, 2015 1:51 pm, edited 1 time in total.
zenis
Posts: 7
Joined: Fri Sep 11, 2015 1:27 am

Re: MAD MAX (.arc/.tab) archives

Post by zenis »

So it seems the problem is any .fsb file with 'dialogue' in the name (as in, things enemies will say during combat, or NPCs say outside of cutscenes, etc) extracts as a headerless .celt file and that's the problem. I've looked everywhere but no luck on making them playable or converting them. Anyone got anything? I've also never gotten a .ogg file out of any .fsb

Oddly enough though, I can extract and play all other audio just fine, including cutscene dialogue.
Paul44
Posts: 6
Joined: Mon Sep 28, 2015 1:24 pm

Re: MAD MAX (.arc/.tab) archives

Post by Paul44 »

@ Ekey: I have no idea how you generate the [MadMax_Hashes.list], but can users help you with that. F.i. I've extracted [game0.arc], and then checked [FD92844A] which apparently is some sort of FileIndex container (FDA identifier & states "files.ListDirectoryDesc.Files" at EOF)...

btw: is it even possible to generate that list based on/with its subfolder structure?
e.g: [textures/a00/gui/hud_general/a00_gui_hud_general_bg_decal_dif.ddsc] (game0.arc ~ credits.bl)

ps: anyone knows in which arc the scene movies are kept/located? F.e credits, intro for starters... (I assume they'll be Bink movies)
CODEmpire
Posts: 2
Joined: Sat Aug 22, 2015 8:11 am

Re: MAD MAX (.arc/.tab) archives

Post by CODEmpire »

Paul44 wrote:@ Ekey: I have no idea how you generate the [MadMax_Hashes.list], but can users help you with that. F.i. I've extracted [game0.arc], and then checked [FD92844A] which apparently is some sort of FileIndex container (FDA identifier & states "files.ListDirectoryDesc.Files" at EOF)...

btw: is it even possible to generate that list based on/with its subfolder structure?
e.g: [textures/a00/gui/hud_general/a00_gui_hud_general_bg_decal_dif.ddsc] (game0.arc ~ credits.bl)

ps: anyone knows in which arc the scene movies are kept/located? F.e credits, intro for starters... (I assume they'll be Bink movies)


@Paul44: Probably thy(WB Games) using .USM (Scaleform Media Encoder) for the VIDEO, because the game has [cue points], noticed this earlier with "Batman Arkham Knight" (WB Games) when trying to re-encode the .USM video file and failed because it's connected with cue points and also a subtitles.
Condition: Skipping the video scene will work, but if watch until the end of video scene will fail (caused by the lost of cue points)

Cue points: Playing Mad Max after be friend with Dog at the Dessert after the video scene finish, the character already to walk and the dog pin point to the first scene of the game, which is getting some WATER to drink by the main char.

The greatest think about Mad Max "game**.arc" are mostly contains RAW data, because it can be compressed to 4.23 GB from 32.1 GB also their great custom(cue points) Overlay.ered protection [Denuvo] :idea:
Ekey
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Re: MAD MAX (.arc/.tab) archives

Post by Ekey »

Paul44 wrote:@ Ekey: I have no idea how you generate the [MadMax_Hashes.list], but can users help you with that

Ekey wrote:Note: About file names : Use Process Monitor while playing game. After, save log to XML and post here. I rebuild to relative list.
spider91
Posts: 233
Joined: Sun Aug 24, 2014 5:26 pm

Re: MAD MAX (.arc/.tab) archives

Post by spider91 »

Paul44

Movies are in bink2 format and located in game2.arc and game37.arc
Paul44
Posts: 6
Joined: Mon Sep 28, 2015 1:24 pm

Re: MAD MAX (.arc/.tab) archives

Post by Paul44 »

@spider91: don't know how I missed that, but thx for the heads up. FYI: find attached a batchfile that will skip the intro movie. Extract in [archives_win64] and run it...
Btw: one of the Unknown files is also a BK2 file (and it seems these files are 'embedded' uncompressed).

@Ekey: I've done some experimenting with this. My findings are hereby attached. I've applied the appropriate filters to get the "right" overview. But I still have trouble exporting/saving this to an XML format. When saving to a CSV file (small in size) (see attached converted XLS file), no problem: only the concerned process-list is in there. But with XML, the size is comparably huge and contains ALL process lines. (plus that I do not want to upload all that info)

Any suggestions?
I.e. if you accept CSV, then no probs.

ps: the "biggest" issue is that I finished the game. But I might find some enthousiasts to take this 'info collecting' into consideration...

EDIT:
@Ekey: can I conclude that you'll fine with an CSV file?
Last edited by Paul44 on Wed Sep 30, 2015 3:17 pm, edited 1 time in total.
Ekey
Posts: 1383
Joined: Sat Aug 09, 2014 2:34 pm

Re: MAD MAX (.arc/.tab) archives

Post by Ekey »

In your log i found ~10 new names.

Note: To get more names you need unlock in menus (gallery, garage, npc....), visit all locations, missions, events and etc.
Last edited by Ekey on Thu Oct 01, 2015 12:47 pm, edited 1 time in total.
Szkaradek123
Posts: 124
Joined: Sat Aug 29, 2015 1:13 pm

Re: MAD MAX (.arc/.tab) archives

Post by Szkaradek123 »

Hi

All models and needed textures with filenames are in sarc files.
After unpacking we have got this file type:
- *.rbn - has info about rbs file + info about used materials and images ( *.ddsc)
- *.rbs - mesh data
- *.ddsc - dds image
Paul44
Posts: 6
Joined: Mon Sep 28, 2015 1:24 pm

Re: MAD MAX (.arc/.tab) archives

Post by Paul44 »

@Ekey:
here you go: did all (sub)menus, with everything 100% except Vehicles. I actually started going through the main (sub)menu choices, but ProcMonitor AND Mad Max crashed?! Will probably try that again...

Process Monitor does not seem to be very stable: as I collected those logs, it made the game crash once, and crashed itself 4-5 times..? Anyone knows of similar apps that offer same info, but obviously is more reliable?
Anyone knows of forum/topic that discuss either this or similar programs?

Based on my experience, I've updated the ProcMonitor Filter/Settings doc (see attached).