Dogbyte Games "XPAK" Magic
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Dogbyte Games "XPAK" Magic
Is there a way to extract these? I'm looking to extract the files from Dogbyte Games' games. On iOS, it comes in "XPK" file format. On android, it's an obb file. They have the magic of "XPAK". Hmm... I can't find anything about this file. I was able to extract using offzip but I don't know what to do with the extracted files afterwards.
Sample: (Offroad Legends, iOS) https://www.mediafire.com/file/4xi26ah3 ... a.xpk/file
Sample: (Offroad Legends, iOS) https://www.mediafire.com/file/4xi26ah3 ... a.xpk/file
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Re: Dogbyte Games "XPAK" Magic
Data is encrypted
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Re: Dogbyte Games "XPAK" Magic
Oh. How do I decrypt it?
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Re: Dogbyte Games "XPAK" Magic
data xored by 0xAC54DF34 and compressed by Brotli
Last edited by Ekey on Sun Mar 14, 2021 12:28 pm, edited 3 times in total.
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Re: Dogbyte Games "XPAK" Magic
nice, what coding is that?
wtf me I posted that on "zenhax", home of quickbms.
are you still working on it?
wtf me I posted that on "zenhax", home of quickbms.
are you still working on it?
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Re: Dogbyte Games "XPAK" Magic
Currently no. I'm busy with my main job .. I can look it in next weekends. Maybe someone else can take a look in more detail about this format
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Re: Dogbyte Games "XPAK" Magic
DEV INFO
So. There are 2 types of archives:
xor key > 0xAC54DF34 (2891243316u)
[HEADER V0 + V1]
[TABLE V0 + V1] (first dword is files count)
[HEADER V2]
[TABLE V2] (first dword is files count)
[DECRYPTION]
Edited: Done
So. There are 2 types of archives:
xor key > 0xAC54DF34 (2891243316u)
[HEADER V0 + V1]
Code: Select all
struct XPAKHeader
{
uint32_t dwMagic;
uint32_t dwVersion; // 0 / 1 (LZMA)
uint32_t dwArchiveSize;
byte lpMD5[16]; // only present in versions above 0
byte lpLZMAProps[5]; // 4 bytes xored
uint32_t dwTableZSize; // compressed size of table (xored)
};
[TABLE V0 + V1] (first dword is files count)
Code: Select all
struct XPAKTable
{
uint32_t dwFileNameLength;
byte lpFileName[dwFileNameLength];
uint32_t dwFileZSize;
byte bFlag; // if value > 3 = data is compressed
};
[HEADER V2]
Code: Select all
struct XPAKHeader
{
uint32_t dwMagic;
uint32_t dwVersion; // 2 (Brotli)
uint32_t dwArchiveSize;
byte lpMD5[16];
uint32_t dwZero;
uint32_t dwTableZSize; // compressed size of table (xored)
};
[TABLE V2] (first dword is files count)
Code: Select all
struct XPAKTable
{
uint32_t dwFileNameLength;
byte lpFileName[dwFileNameLength];
uint32_t dwFileZSize;
byte bFlag; // flag & 0x40 != 0
};
[DECRYPTION]
Code: Select all
void obfuscate(void *lpBuffer, int dwSize)
{
signed int i; // r3@1
int count; // r2@1 MAPDST
i = 0;
count = dwSize / 4;
if ( count >= 4 )
count = 4;
while ( i < count )
{
++i;
*(DWORD *)lpBuffer ^= 0xAC54DF34;
lpBuffer = (char *)lpBuffer + 4;
}
}
Edited: Done
Last edited by Ekey on Wed Mar 17, 2021 2:38 pm, edited 5 times in total.
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Re: Dogbyte Games "XPAK" Magic
Done. I must admit, I could not implement a script for QuickBMS so I made batch tool for unpack on C#
Supported V0, V1 and V2 archives. Unpack Only!
If someone needs a packer, then I attach the source code (yeah, I'm a lazy ass ¯\_(ツ)_/¯ )
Code: Select all
[Usage]
DB.XPAK.Unpacker <m_File> <m_OutDirectory>
Code: Select all
[Examples]
DB.XPAK.Unpacker D:\main.33.com.dogbytegames.zombiesafari.obb D:\Unpacked
Supported V0, V1 and V2 archives. Unpack Only!
If someone needs a packer, then I attach the source code (yeah, I'm a lazy ass ¯\_(ツ)_/¯ )
Last edited by Ekey on Wed Mar 17, 2021 2:36 pm, edited 4 times in total.
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Re: Dogbyte Games "XPAK" Magic
Ekey wrote:Done. I must admit, I could not implement a script for QuickBMS so I made batch tool for unpack on C#Code: Select all
[Usage]
DB.XPAK.Unpacker <m_File> <m_OutDirectory>Code: Select all
[Examples]
DB.XPAK.Unpacker D:\main.33.com.dogbytegames.zombiesafari.obb D:\Unpacked
Supported V1 and V2 archives. Unpack Only!
If someone needs a packer, then I attach the source code (yeah, I'm a lazy ass ¯\_(ツ)_/¯ )
Thanks! Wow, a lot of info! Works great on Offroad Legends iOS. Found out the PNGs that are actually not PNGs, they're actually PVR textures. Here's an example of Rainbow.
Edit: Would be amazing if I can convert the models. They come in two formats, H3D and GEO. The H3D file looks to be an XML of some sort. The GEO file is not ASCII, and it has the MAGIC of "H3DG".
Another edit: They appear to be Horde3D model files.
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Re: Dogbyte Games "XPAK" Magic
squidiskool wrote:Thanks! Wow, a lot of info! Works great on Offroad Legends iOS.
Yup. Tool works on all the games from this company of those that I could find.
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Re: Dogbyte Games "XPAK" Magic
Ekey wrote:squidiskool wrote:Thanks! Wow, a lot of info! Works great on Offroad Legends iOS.
Yup. Tool works on all the games from this company of those that I could find.
ALERT! I'm trying to extract the XPK from version 1.0 of Offroad Legends but I get this:
[ERROR]: Unsupported version > 0 < of XPAK archive file!
Can you look into it ?
H e r e : https://www.mediafire.com/file/77rmb8xv ... 9.xpk/file
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Re: Dogbyte Games "XPAK" Magic
Ekey wrote:Added V0 type
Thanks, I was trying to get the old Wheely before it turned into a UAZ, for some reason.
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Re: Dogbyte Games "XPAK" Magic
Well done Ekey.
I tried to make a quickbms script based on the source code of the tool (good occasion to spot bugs in my quickbms beta):
http://aluigi.org/bms/dogbyte_xpk.bms
I tried to make a quickbms script based on the source code of the tool (good occasion to spot bugs in my quickbms beta):
http://aluigi.org/bms/dogbyte_xpk.bms
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Re: Dogbyte Games "XPAK" Magic
aluigi wrote:Well done Ekey.
I tried to make a quickbms script based on the source code of the tool (good occasion to spot bugs in my quickbms beta):
http://aluigi.org/bms/dogbyte_xpk.bms
That does the job well too.
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Re: Dogbyte Games "XPAK" Magic
squidiskool wrote:Would be amazing if I can convert the models. They come in two formats, H3D and GEO. The H3D file looks to be an XML of some sort. The GEO file is not ASCII, and it has the MAGIC of "H3DG".
Another edit: They appear to be Horde3D model files.
I have finished my Horde3D Engine (v5;v6; Offroad Legends; Offroad Legends 2) *.GEO/*.SCENE.XML/*.MATERIAL.XML or *.GEO/*.H3D loader module and I have released the following programs as web updates:
- 3D Object Converter v7.047 (Windows)
- i3DConverter v3.905 (macOS)
- i3DConverter v1.905 (Linux)
How to get the 3D Object Converter v7.047:
Download the 3D Object Converter from http://3doc.i3dconverter.com and install it or download and use the portable version.
After it just use the Help/Check for updates... function to get the v7.047.
How to get the i3DConverter v3.905 macOS:
Download the i3DConverter from http://www.i3dconverter.com and install it.
After it just use the Help/Check for updates... function to get the v3.905.
How to get the i3DConverter v1.905 Linux:
Download the i3DConverter from http://www.i3dconverter.com and install it.
After it just use the Help/Check for updates... function to get the v1.905.
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Re: Dogbyte Games "XPAK" Magic
Ekey wrote:Added V0 type
Hey, I just downloaded the bin version of your software and I'm having a bit of a problem trying to extract the "data.xpk" file from the game, ya see every time I try to extract file, it doesn't seem to do anything, I mean I'm typing in the same command it tells me to type, am I missing a file or is it because I'm pressing the wrong buttons?
how do I use it?
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Re: Dogbyte Games "XPAK" Magic
Ekey wrote:Added V0 type
Need update, some png files that are extracted are corrupted and don't load
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Re: Dogbyte Games "XPAK" Magic
Hmm... When I compare between a working one and a corrupted one, it appears it has been encrypted. The corrupted one has a series of alphabet (sorry don't really know how to explain it)
Here's a link to one of the "corrupted" files:
https://drive.google.com/file/d/1ryzeua ... sp=sharing
Here's a link to one of the "corrupted" files:
https://drive.google.com/file/d/1ryzeua ... sp=sharing