it's using unity engine. i got some issues with the file compression. it clearly identifies as gzip. it's got some extra 0x0B in there tho. an OS flag as documented. the mobile version is 0x03. i removed the osflag for testing. i used offsets 16. nonetheless it only dumps the compressed chunk instead of decompressing it. when using offset 18 (after signature). it shits itself and runs out of memory. when trying deflate directly it gives me an error. i ran a custom comtype_scan2 with all offsets to use there. still... no dice.
anybody with more knowledge about compression could explain what i'm doing wrong? is the decompression modified? i'm aware klab got a github with their YAIK implementation for textures. but this one should atleast yield the raw uncompressed files as specified. mmh
screen shot
and samples ofc
bleach brave souls (pc)
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Re: bleach brave souls (pc)
i guess nobody figured it out what's wrong? mmh. well... okay. ima have todo some of those models from scratch then. i thought i could use and deform those in there.
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Re: bleach brave souls (pc)
klab is very very sensitive to reverse engineering. As soon as the decryption method is published, they will adopt the new method. If we're smart, it should wait until the end of service is announced.
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Re: bleach brave souls (pc)
i don't think this data is encrypted in any form. it's just about decompressing it. i think i may have to fiddle with some more files tho. the files seem to lack the crc and other fields to decompress this gzip data. i have a bunch more files (like a master.db file) to deal with but those seem to be really encrypted. yeh. mmh
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Re: bleach brave souls (pc)
Definitely encrypted btw.