Clash Royale .sc files decrypt
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Clash Royale .sc files decrypt
Hi, i'm new in this site and my english is very bad eheh...
I've a question: can you decrypt .sc files from clash royale game?
Example: chr_giant.sc
Download: https://mega.nz/#!b4VFgASb
Thanks a lot!
I've a question: can you decrypt .sc files from clash royale game?
Example: chr_giant.sc
Download: https://mega.nz/#!b4VFgASb
Thanks a lot!
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Re: Clash Royale .sc files decrypt
Have you already checked this thread?
viewtopic.php?t=2186
There is a script but the compressed files are extracted "as-is" without decompression (unknown algorithm).
viewtopic.php?t=2186
There is a script but the compressed files are extracted "as-is" without decompression (unknown algorithm).
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Re: Clash Royale .sc files decrypt
aluigi wrote:Have you already checked this thread?
viewtopic.php?t=2186
There is a script but the compressed files are extracted "as-is" without decompression (unknown algorithm).
Hi Aluigi, i read this thread, but i don't understand how to use the script. I'm really ignorant in this
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Re: Clash Royale .sc files decrypt
It's a script for quickbms, you can find the tool here:
http://quickbms.aluigi.org
launch quickbms.exe, select the script, select the sc archive and then the output folder where extracting the files.
http://quickbms.aluigi.org
launch quickbms.exe, select the script, select the sc archive and then the output folder where extracting the files.
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Re: Clash Royale .sc files decrypt
I did it! Thanks. Now i have to find a way to open the file
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Re: Clash Royale .sc files decrypt
How to decrypt clash of clans _tex.sc?it not as clash royale _tex
.sc!
.sc!
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Re: Clash Royale .sc files decrypt
Have you tried the script in that other thread?
If it doesn't work then upload that file.
If it doesn't work then upload that file.
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Re: Clash Royale .sc files decrypt
how to decrypt _tex.sc file clash of clans?
http://www.mediafire.com/download/m3j2e ... ngs_tex.sc
Help me!!!! thank!!!!
http://www.mediafire.com/download/m3j2e ... ngs_tex.sc
Help me!!!! thank!!!!
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Re: Clash Royale .sc files decrypt
There is no solution for the SCLZ files.
I think they are compressed but I guess I already tried to scan them (which is not easy since they don't contain textual strings to guess what compression is correct).
I think they are compressed but I guess I already tried to scan them (which is not easy since they don't contain textual strings to guess what compression is correct).
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Re: Clash Royale .sc files decrypt
Hello, folks!
I want to "import" village to ultrapowa from original Clash Of Clans game. I have discovered that when I enter someone's base, android creates 4 files in data - chache:
name size
background_player.info 1kb
background_player.sc 1kb
background_player_tex.info 1kb
background_player_tex.sc 10 582 kb
background_player_tex.sc is 10 mb. I think it's texture files and I don't need it. background_player.sc seems to be objects location of village (I think) that I need. Maybe I am wrong and village information is in .info file.
Here are my files -
https://mega.nz/#!5YYnEARJ!BropWWdmQi4A ... ovWE6XnJVU
Any information will be helpful
Thanks.
I want to "import" village to ultrapowa from original Clash Of Clans game. I have discovered that when I enter someone's base, android creates 4 files in data - chache:
name size
background_player.info 1kb
background_player.sc 1kb
background_player_tex.info 1kb
background_player_tex.sc 10 582 kb
background_player_tex.sc is 10 mb. I think it's texture files and I don't need it. background_player.sc seems to be objects location of village (I think) that I need. Maybe I am wrong and village information is in .info file.
Here are my files -
https://mega.nz/#!5YYnEARJ!BropWWdmQi4A ... ovWE6XnJVU
Any information will be helpful
Thanks.
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Re: Clash Royale .sc files decrypt
Script 0.2
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Re: Clash Royale .sc files decrypt
Hi there!
I'm a sucker for pattern searching (and for Clash Royale too), so I got instantly hooked on decoding these files.
First: as for the images, this script can extract them all: https://github.com/123456abcdef/cr-sc-dump/
Second: even with the new script version, some sc files can't be extracted, namely the attached list. They exit with the error below:
Third: now this is what you guys were waiting for. With the .sc files that quickBMS could extract, I googled for their headers and found nothing useful. So I dug Notepad++ and an hex editor plugin and started researching the binaries for patterns and such. I focused on ui_spells.sc (the card's pictures on your card collection), because it's a neat grid and patterns would emerge quickly. Among the text strings inside I found "atlasgenerator_texture_rgba5656", which could be a clue, but Google doesn't know much about it. This is what I found so far (addresses are in hex):
Again, this is based on a study of ui_spells.sc, which are static and mostly rectangular images (legendary cards are hexagonal and their 12-blocks are structured differently). In time I'll try to get some sense off of the animated ones. Any constructive feedback is appreciated.
I'm a sucker for pattern searching (and for Clash Royale too), so I got instantly hooked on decoding these files.
First: as for the images, this script can extract them all: https://github.com/123456abcdef/cr-sc-dump/
Second: even with the new script version, some sc files can't be extracted, namely the attached list. They exit with the error below:
Code: Select all
- open script clash_royale.bms
- set output folder 1.5.0\error\sc
offset filesize filename
--------------------------------------
00000023 36034 building_mega_bomb
Error: the compressed LZMA input is wrong or incomplete (0)
Info: algorithm 445
offset 00000023
input size 0x000017c5 6085
output size 0x00008cc2 36034
result 0xffffff9c -100
Error: the uncompressed data (-100) is bigger than the allocated buffer (36034)
Last script line before the error or that produced the error:
28 clog NAME OFFSET SIZE XSIZE
Third: now this is what you guys were waiting for. With the .sc files that quickBMS could extract, I googled for their headers and found nothing useful. So I dug Notepad++ and an hex editor plugin and started researching the binaries for patterns and such. I focused on ui_spells.sc (the card's pictures on your card collection), because it's a neat grid and patterns would emerge quickly. Among the text strings inside I found "atlasgenerator_texture_rgba5656", which could be a clue, but Google doesn't know much about it. This is what I found so far (addresses are in hex):
- numbers are INT16 Little Endian: first byte is the least significative part, second byte is the most significative. So a pair e6 03 is 998, not 58883.
- 00-01 - total number of effective sprites mapped in the file
- 02-10 - ??
- 11-12 - number of IDs/strings (these are mentioned in the CSV files)
- 13-xx - a list of IDs for each string, 2 bytes each
- a list of strings. Each is preceded by a byte with the string's legth.
- 17 00 00 00 00 1A 00 00 00 00 (constant?)
- block(s) of 10 bytes, starting with 01 05, one for each image mapped in this file. The image extracting script appends an "_" on the filename for each image on the same _tex.sc file. The last 4 bytes are the image's width and height
- blocks starting with byte 12, one for each sprite: these map the sprites on the image, and vary in size. These have 5 '00' bytes between blocks.
- 12
- 2 bytes: length of the block
- 00 00
- 2 bytes: sprite ID (not the same as string ID, but they're associated later)
- (lots of bytes to decode)
- for static, rectangular images: final 16 bytes are the coordinates (xy) of the 4 corners, normalized between 0000 and FFFF. Just multiply by (image_dimension/65535)
- blocks starting with byte 08, not sure how many, not sure what they are, same size rule as 12-blocks. These have 5 '00' bytes between blocks.
- blocks starting with byte 09, not sure how many, not sure what they are, same size rule as 12-blocks. These have 5 '00' bytes between blocks.
- blocks starting with byte 0C, one for each string, same size rule as 12-blocks. Bytes 5-6 are the same IDs from address 13 onwards, bytes 22-23 are the IDs on the sprite blocks. These have 5 '00' bytes between blocks.
Again, this is based on a study of ui_spells.sc, which are static and mostly rectangular images (legendary cards are hexagonal and their 12-blocks are structured differently). In time I'll try to get some sense off of the animated ones. Any constructive feedback is appreciated.
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Re: Clash Royale .sc files decrypt
Can you upload building_mega_bomb.sc?
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Re: Clash Royale .sc files decrypt
The following are the LZHAM parameters adopted by the SCLZ archives, in case someone is interested:
Code: Select all
m_dict_size_log2 18
m_decompress_flags 0
m_table_update_rate 8
m_table_max_update_interval 0
m_table_update_interval_slow_rate 0
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Re: Clash Royale .sc files decrypt
There, all .sc files that couldn't be extracted.
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Re: Clash Royale .sc files decrypt
Script 0.2.1
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Re: Clash Royale .sc files decrypt
Thanks a lot!
Going back to research now... I wonder if I can make some cool animated GIFs out of those sprites
Going back to research now... I wonder if I can make some cool animated GIFs out of those sprites
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Re: Clash Royale .sc files decrypt
aluigi wrote:Script 0.2.1
hi aluigi
I have tried your script and get one file.
How I can use this tool to get *.png files?
Thank you.
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Re: Clash Royale .sc files decrypt
barbossa42 wrote:Hi there!
I'm a sucker for pattern searching (and for Clash Royale too), so I got instantly hooked on decoding these files.
First: as for the images, this script can extract them all: https://github.com/123456abcdef/cr-sc-dump/
Hey barbossa42, I was wondering if you could explain to me this step of the github link:
2. Install pyliblzma with:
python -m pip install pyliblzma
3. Install Pillow with:
python -m pip install Pillow
I don't understand how you can install pylibzma just by using this code. Bc when i type it on python it says: SyntaxError invalid syntax
Thx so much !(I'm sorry if this is obvious, im just a noob. I just want some good clash royale high rez pics)
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Re: Clash Royale .sc files decrypt
@milanmaldini
Unfortunately I worked only on the script, I can't help with the content of the extracted data
@Johnny
The syntax of the commands reported on that link is correct but pyliblzma is an obsolete package of 6 years ago that can't be installed on Windows by default ("close_fds is not supported on Windows ").
Just my 2 cents in case you get no answer from the other user.
Unfortunately I worked only on the script, I can't help with the content of the extracted data
@Johnny
The syntax of the commands reported on that link is correct but pyliblzma is an obsolete package of 6 years ago that can't be installed on Windows by default ("close_fds is not supported on Windows ").
Just my 2 cents in case you get no answer from the other user.