Bayonetta 3 *.pkz

Extraction and unpacking of game archives and compression, encryption, obfuscation, decoding of unknown files
Meonpie
Posts: 16
Joined: Mon Feb 07, 2022 4:18 pm

Bayonetta 3 *.pkz

Post by Meonpie »

The switch version is already online

The file is pkz, the same format as Astral Chain, and the compression is changed to Oodle。
I simply modified the script, but only some resources can be decompressed

Getting the following error
Image

Browse dat with noesis_bayonetta_pc, dtt crashes noesis!

my modified script:

Code: Select all

IDString "pkzl"

ComType Oodle

Goto 0x10
Get ITEMS Long
Get FILE_ENTRY Long

XMath NAME_TABLE "FILE_ENTRY + (ITEMS * 0x20)"

For A = 1 to ITEMS

Goto FILE_ENTRY
Get NAME_OFFSET Long
Get JUNK Long
Get SIZE Long
Get JUNK Long
Get OFFSET Long
Get JUNK Long
Get ZSIZE Long
Math NAME_OFFSET + NAME_TABLE
Goto NAME_OFFSET
GetDSTring FILENAME 0x10

Clog FILENAME OFFSET ZSIZE SIZE
# Log FILENAME OFFSET ZSIZE # Use this line to get compressed output instead

Math FILE_ENTRY + 0x20

Next A
example sample:
ph9_000.zip
dat and dtt file:
mo.zip
Ekey
Posts: 1383
Joined: Sat Aug 09, 2014 2:34 pm

Re: Bayonetta 3 *.pkz

Post by Ekey »

Code: Select all

IDString "pkzl"

ComType Oodle

Goto 0x10
Get ITEMS Long
Get FILE_ENTRY Long

XMath NAME_TABLE "FILE_ENTRY + (ITEMS * 0x20)"

For A = 1 to ITEMS

Goto FILE_ENTRY
Get NAME_OFFSET Long
Get JUNK Long
Get SIZE Long
Get JUNK Long
Get OFFSET Long
Get JUNK Long
Get ZSIZE Long
Math NAME_OFFSET + NAME_TABLE
Goto NAME_OFFSET
GetDSTring FILENAME 0x10

if ZSIZE == SIZE
    log FILENAME OFFSET SIZE
else
    clog FILENAME OFFSET ZSIZE SIZE
endif

Math FILE_ENTRY + 0x20

Next A
Tekkamanchronos
Posts: 4
Joined: Sat Oct 29, 2022 8:57 pm

Re: Bayonetta 3 *.pkz

Post by Tekkamanchronos »

Hey there Zero here swinging in like Luka crashing into the wall!
I'm looking to get this Bayonetta mystery cracked and yeah the script above was modified and WORKS I was able to extract all the PKZ files with no trouble.
The trouble comes from viewing the files afterwards.
As previously reported the umm something something something... umm.. Noesis does crash, when trying to open it.
I reckon this has something to do with the old bayonetta script, maybe someone can try updating it to the new format?

I can't do that, BUT I can provide more samples to study for the cause.
https://mega.nz/folder/cVwmSbIJ#uAF62IbYtGAwlThirRrq_A
Hope this helps out.
Tekkamanchronos
Posts: 4
Joined: Sat Oct 29, 2022 8:57 pm

Re: Bayonetta 3 *.pkz

Post by Tekkamanchronos »

Okay! Everything has been updated, Bayonetta is ready to go!
I compiled this little thingie ma bob here for everyone to enjoy.



b3 PKZ: https://mega.nz/folder/pZhQRIDR#eUPURhMfyYjEUwSp1ocwzA
B3: UnPkz: https://mega.nz/folder/cVwmSbIJ#uAF62IbYtGAwlThirRrq_A
b3 Tools: https://mega.nz/folder/oUBXBCyL#IBtxyj2NM8iG3yCaKMwokg


Okay Quick tutorial time for those who maybe stuck.

Step 1 is to extract the B3 romfs, I used Ryujinx since Yuzu wouldn't even entertain the idea of B3.
Step 2: Once the Romfs are extracted you should get a bunch of .PKZ files.
Step 3: Open the B3 tools and use the QuickBMS select the included script when given the prompt
When asked what file to decompress, select every single .pkz file.
follow the instructions and select the export location.
Step4: Once the .PKZ files have been decompressed you'll have a bunch of folders with . DAT and .DTT files.
Step5: Open up the included Noesis from the B3 Tools folder and run the program. I used the normal one instead of the 64 version.
(Side note: Although the folder i included already has the script for B3 included, this is where you can get the updated one, just incase my mega goes the way of the dodo :
https://github.com/Kerilk/noesis_bayonetta_pc/releases
take the .dll and place it inside the plugin folder)

Step6: Select the . Dat folders for the models and animations. Now it is worth noting that you will be prompted to select the animations when it come sup, press ESC and close the prompt. If the animation , textures, bump, are able to display, they will do so automatically. If they don;t then it just wont, there is nothing you did, or can do, that's just how it is.

Use Noesis as normal and export whatcha can, some files dont work again, that's just how it is right now, but who knows what'll change in the future.
Good luck! and keep the shadow Cast!
OH! special thanks to Meonpie and Ekey, for doing that out of the gate research that made this all possible ^_^
ISKA
Posts: 223
Joined: Mon Apr 09, 2018 11:09 pm

Re: Bayonetta 3 *.pkz

Post by ISKA »

Tekkamanchronos wrote:Okay! Everything has been updated, Bayonetta is ready to go!
I compiled this little thingie ma bob here for everyone to enjoy.



b3 PKZ: https://mega.nz/folder/pZhQRIDR#eUPURhMfyYjEUwSp1ocwzA
B3: UnPkz: https://mega.nz/folder/cVwmSbIJ#uAF62IbYtGAwlThirRrq_A
b3 Tools: https://mega.nz/folder/oUBXBCyL#IBtxyj2NM8iG3yCaKMwokg


Okay Quick tutorial time for those who maybe stuck.

Step 1 is to extract the B3 romfs, I used Ryujinx since Yuzu wouldn't even entertain the idea of B3.
Step 2: Once the Romfs are extracted you should get a bunch of .PKZ files.
Step 3: Open the B3 tools and use the QuickBMS select the included script when given the prompt
When asked what file to decompress, select every single .pkz file.
follow the instructions and select the export location.
Step4: Once the .PKZ files have been decompressed you'll have a bunch of folders with . DAT and .DTT files.
Step5: Open up the included Noesis from the B3 Tools folder and run the program. I used the normal one instead of the 64 version.
(Side note: Although the folder i included already has the script for B3 included, this is where you can get the updated one, just incase my mega goes the way of the dodo :
https://github.com/Kerilk/noesis_bayonetta_pc/releases
take the .dll and place it inside the plugin folder)

Step6: Select the . Dat folders for the models and animations. Now it is worth noting that you will be prompted to select the animations when it come sup, press ESC and close the prompt. If the animation , textures, bump, are able to display, they will do so automatically. If they don;t then it just wont, there is nothing you did, or can do, that's just how it is.

Use Noesis as normal and export whatcha can, some files dont work again, that's just how it is right now, but who knows what'll change in the future.
Good luck! and keep the shadow Cast!
OH! special thanks to Meonpie and Ekey, for doing that out of the gate research that made this all possible ^_^
How about texts? We want to translate B3.
elasticheart
Posts: 2
Joined: Tue Nov 08, 2022 3:43 pm

Re: Bayonetta 3 *.pkz

Post by elasticheart »

Hi, Been trying to extract UI elements such as, small icons, Health bar, Character renders from the info screen etc. So far I couldn't help any help. Unpacked the PKZ called ui.000. Not sure how to view the content since they are from .Dat and DTT format. Any help would be appreciated!
Tekkamanchronos
Posts: 4
Joined: Sat Oct 29, 2022 8:57 pm

Re: Bayonetta 3 *.pkz

Post by Tekkamanchronos »

ISKA wrote:
Tekkamanchronos wrote:Okay! Everything has been updated, Bayonetta is ready to go!
I compiled this little thingie ma bob here for everyone to enjoy.



b3 PKZ: https://mega.nz/folder/pZhQRIDR#eUPURhMfyYjEUwSp1ocwzA
B3: UnPkz: https://mega.nz/folder/cVwmSbIJ#uAF62IbYtGAwlThirRrq_A
b3 Tools: https://mega.nz/folder/oUBXBCyL#IBtxyj2NM8iG3yCaKMwokg


Okay Quick tutorial time for those who maybe stuck.

Step 1 is to extract the B3 romfs, I used Ryujinx since Yuzu wouldn't even entertain the idea of B3.
Step 2: Once the Romfs are extracted you should get a bunch of .PKZ files.
Step 3: Open the B3 tools and use the QuickBMS select the included script when given the prompt
When asked what file to decompress, select every single .pkz file.
follow the instructions and select the export location.
Step4: Once the .PKZ files have been decompressed you'll have a bunch of folders with . DAT and .DTT files.
Step5: Open up the included Noesis from the B3 Tools folder and run the program. I used the normal one instead of the 64 version.
(Side note: Although the folder i included already has the script for B3 included, this is where you can get the updated one, just incase my mega goes the way of the dodo :
https://github.com/Kerilk/noesis_bayonetta_pc/releases
take the .dll and place it inside the plugin folder)

Step6: Select the . Dat folders for the models and animations. Now it is worth noting that you will be prompted to select the animations when it come sup, press ESC and close the prompt. If the animation , textures, bump, are able to display, they will do so automatically. If they don;t then it just wont, there is nothing you did, or can do, that's just how it is.

Use Noesis as normal and export whatcha can, some files dont work again, that's just how it is right now, but who knows what'll change in the future.
Good luck! and keep the shadow Cast!
OH! special thanks to Meonpie and Ekey, for doing that out of the gate research that made this all possible ^_^
How about texts? We want to translate B3.
I'm not sure, My research was mainly for models and animations U_U
Tekkamanchronos
Posts: 4
Joined: Sat Oct 29, 2022 8:57 pm

Re: Bayonetta 3 *.pkz

Post by Tekkamanchronos »

elasticheart wrote:Hi, Been trying to extract UI elements such as, small icons, Health bar, Character renders from the info screen etc. So far I couldn't help any help. Unpacked the PKZ called ui.000. Not sure how to view the content since they are from .Dat and DTT format. Any help would be appreciated!
The bayonetta Noesis plugin was just updated so maybe it can be opened
CaninosVermelhos
Posts: 5
Joined: Thu Jan 20, 2022 6:13 am

Re: Bayonetta 3 *.pkz

Post by CaninosVermelhos »

ISKA wrote:
Tekkamanchronos wrote:Okay! Everything has been updated, Bayonetta is ready to go!
I compiled this little thingie ma bob here for everyone to enjoy.



b3 PKZ: https://mega.nz/folder/pZhQRIDR#eUPURhMfyYjEUwSp1ocwzA
B3: UnPkz: https://mega.nz/folder/cVwmSbIJ#uAF62IbYtGAwlThirRrq_A
b3 Tools: https://mega.nz/folder/oUBXBCyL#IBtxyj2NM8iG3yCaKMwokg


Okay Quick tutorial time for those who maybe stuck.

Step 1 is to extract the B3 romfs, I used Ryujinx since Yuzu wouldn't even entertain the idea of B3.
Step 2: Once the Romfs are extracted you should get a bunch of .PKZ files.
Step 3: Open the B3 tools and use the QuickBMS select the included script when given the prompt
When asked what file to decompress, select every single .pkz file.
follow the instructions and select the export location.
Step4: Once the .PKZ files have been decompressed you'll have a bunch of folders with . DAT and .DTT files.
Step5: Open up the included Noesis from the B3 Tools folder and run the program. I used the normal one instead of the 64 version.
(Side note: Although the folder i included already has the script for B3 included, this is where you can get the updated one, just incase my mega goes the way of the dodo :
https://github.com/Kerilk/noesis_bayonetta_pc/releases
take the .dll and place it inside the plugin folder)

Step6: Select the . Dat folders for the models and animations. Now it is worth noting that you will be prompted to select the animations when it come sup, press ESC and close the prompt. If the animation , textures, bump, are able to display, they will do so automatically. If they don;t then it just wont, there is nothing you did, or can do, that's just how it is.

Use Noesis as normal and export whatcha can, some files dont work again, that's just how it is right now, but who knows what'll change in the future.
Good luck! and keep the shadow Cast!
OH! special thanks to Meonpie and Ekey, for doing that out of the gate research that made this all possible ^_^
How about texts? We want to translate B3.
Already did that with a friend
Image
elasticheart
Posts: 2
Joined: Tue Nov 08, 2022 3:43 pm

Re: Bayonetta 3 *.pkz

Post by elasticheart »

Has anyone tried exporting UI textures? I can't view or export the .dat file.