Support for 6KAP files (PAKH/PAKD)

Extraction and unpacking of game archives and compression, encryption, obfuscation, decoding of unknown files
coriolis14
Posts: 3
Joined: Mon Jan 17, 2022 12:31 pm

Support for 6KAP files (PAKH/PAKD)

Post by coriolis14 »

I'm currently trying to get assets from an Android game that recently went offline ("Respawnables" developed by Digital Legends), to "preserve" it.

The game uses a proprietary game engine and an archive format (6KAP) that I couldn't find on QuickBMS. Would love to write a script, but unfortunately I'm very inexperienced reverse engineering file systems.

Would greatly appreciate if someone had some time to spare for this one!

Files: https://www.mediafire.com/file/h3479gfd ... s.zip/file
aluigi
Site Admin
Posts: 12984
Joined: Wed Jul 30, 2014 9:32 pm

Re: Support for 6KAP files (PAKH/PAKD)

Post by aluigi »

Good new, bad news.
I have updated the script for working with the 6KAP format but there is no support for the filenames, which means that you will have a long list of 00000000.dat files:
http://aluigi.org/bms/8kap.bms
coriolis14
Posts: 3
Joined: Mon Jan 17, 2022 12:31 pm

Re: Support for 6KAP files (PAKH/PAKD)

Post by coriolis14 »

Awesome, thanks so much for your time! This seems to have gotten all the audio files out, which is exciting. But yeah, the rest of it is hard to discern.

The "1fd" files seem to be their own self-contained data structures? They store lots of different things though, e.g. the largest few from core.pakh seem to store strings and I think there are lots of meshes in Entities.pakh. The only thing I could find that resembles a magic is "DAT1".

I suppose I'll leave this open to anybody who wants to figure out the filenames (or, more specifically, how they're connected to the individual files). The file names themselves are easy to find, but there seem to be multiple layers of organisation.

Some of the "1fd" files that QuickBMS gets from core.pakh (ex: 00001e61.1fd) seem to have filepaths that end in .tga, which is a raster image format. But unlike with the .ogg and .wav files that are very clearly flagged in core.pakh, the only references to .tga are in the "1fd" files. If they truly are images, it'd be great to get them somehow.

Also .: when using 8kap.bms on Gui.pakh, there is an error that stops the program (negative memory allocation).
aluigi
Site Admin
Posts: 12984
Joined: Wed Jul 30, 2014 9:32 pm

Re: Support for 6KAP files (PAKH/PAKD)

Post by aluigi »

I did the magic, I just updated the script to version 0.1.2 ;)
coriolis14
Posts: 3
Joined: Mon Jan 17, 2022 12:31 pm

Re: Support for 6KAP files (PAKH/PAKD)

Post by coriolis14 »

You're an absolute legend... thank you so much for your time and the tools you make. I'll be sharing this site whenever I get an excuse.

For anybody who comes here following the same path I did: The developers have wrapped all the files in metadata, disguising many things as ".tex" when there is frequently a different type of file underlying it (or, even multiple files). For example, Entities/gui/hud/rpg_Scope.tex contains two JFIF files. I've uploaded these for reference:

https://www.mediafire.com/file/qkxuq6hs ... e.zip/file

I'll update this post if/when I've gotten some textures, meshes, or other images out of the system. I was excited to find .Obj files, but it looks like they just contain metadata and the meshes are separated into folders. Will see if I can assemble them such that they open in Blender.