[PC] STRIDER™ / ストライダー飛竜® (GLOBAL.PAK)

Extraction and unpacking of game archives and compression, encryption, obfuscation, decoding of unknown files
makc_ar
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[PC] STRIDER™ / ストライダー飛竜® (GLOBAL.PAK)

Post by makc_ar »

Game: http://store.steampowered.com/app/235210/
How to unpack 00000014.pak
How to edit strider.bms http://aluigi.altervista.org/bms/strider.bms?

Image
aluigi
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Re: [PC] STRIDER™ / ストライダー飛竜® (GLOBAL.PAK)

Post by aluigi »

You have to provide some "context" because I have no idea of what is this 00000014.pak and where you got it and how or if there are errors and what errors.
Additionally I don't have the game.
makc_ar
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Re: [PC] STRIDER™ / ストライダー飛竜® (GLOBAL.PAK)

Post by makc_ar »

aluigi wrote:You have to provide some "context" because I have no idea of what is this 00000014.pak and where you got it and how or if there are errors and what errors.
Additionally I don't have the game.

http://forum.xentax.com/viewtopic.php?p=92446#p92446

My PC 12GB RAM

To GLOBAL.PAK:
Error: the requested amount of bytes to allocate is negative (0xbf67e060)

Last script line before the error or that produced the error:
16 clog MEMORY_FILE OFFSET PAK_SIZE PAK_XSIZE
aluigi
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Re: [PC] STRIDER™ / ストライダー飛竜® (GLOBAL.PAK)

Post by aluigi »

Having 12Gb or 3Gb is the same because quickbms is a 32bit application.
Would be great to have it compiled as 64bit but many people use it on 32bit systems (yes it's used even on some Windows 98 systems!).

Now I have released a version 0.2.1 that uses the temporary file instead of the memory file but I suspect you will continue to have the same problem, be sure to use quickbms 0.7.5 because it adopts a work-around used when lot of memory is involved!
Let me know if it works.
aluigi
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Re: [PC] STRIDER™ / ストライダー飛竜® (GLOBAL.PAK)

Post by aluigi »

Since the compression is just zlib it's possible to do a little manual step.
Remove the follwing line from the script:

Code: Select all

clog TEMPORARY_FILE OFFSET PAK_SIZE PAK_XSIZE

Then run offzip on the global.pak archive:

Code: Select all

offzip GLOBAL.PAK TEMPORARY_FILE 20

Move TEMPORARY_FILE in the output folder and run the script again.
makc_ar
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Re: [PC] STRIDER™ / ストライダー飛竜® (GLOBAL.PAK)

Post by makc_ar »

Thanks, aluigi! Script works, but always e.t.c. message:

Code: Select all

0000000006d7c6cd 12477      gameinfo\MeshVariations\MeshMaterialVariations

- it's not possible to create that file due to its filename or related
  incompatibilities (for example already exists a folder with that name), so
  now you must choose a new filename for saving it.
  if you press ENTER a new name will be generated automatically.
  - old: gameinfo\MeshVariations\MeshMaterialVariations
  - new:

How fix script line for the name:

Code: Select all

fonts\veramono = fonts\veramono.ttf 
gameinfo\GameInfo = gameinfo\GameInfo.xml

e.t.c and unpack all files in GLOBAL.PAK.
aluigi
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Re: [PC] STRIDER™ / ストライダー飛竜® (GLOBAL.PAK)

Post by aluigi »

That means the name of the file is the same of an already existent folder, very strange because they are names taken from the archive itself.
I have updated the script to auto-guess the extension if it doesn't exist and it "should" fix also the problem with the folders.
makc_ar
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Re: [PC] STRIDER™ / ストライダー飛竜® (GLOBAL.PAK)

Post by makc_ar »

aluigi wrote:That means the name of the file is the same of an already existent folder, very strange because they are names taken from the archive itself.
I have updated the script to auto-guess the extension if it doesn't exist and it "should" fix also the problem with the folders.

Hmm... Re-import the original font, text files:

Image
aluigi
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Re: [PC] STRIDER™ / ストライダー飛竜® (GLOBAL.PAK)

Post by aluigi »

Reimport mode can't work with compressed filesystems like this one.

Any other method requires manual work.
makc_ar
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Re: [PC] STRIDER™ / ストライダー飛竜® (GLOBAL.PAK)

Post by makc_ar »

aluigi wrote:Reimport mode can't work with compressed filesystems like this one.

Any other method requires manual work.

Re-import to (TEMPORARY_FILE) the worked in old version script 0.2.1. Game reads uncompressed archive, but needs to be renamed in GLOBAL.PAK.
aluigi
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Re: [PC] STRIDER™ / ストライダー飛竜® (GLOBAL.PAK)

Post by aluigi »

Then you should put the content of TEMPORARY_FILE where the original content was located in GLOBAL.PAK, I guess to offset 0x14 (you can just copy&paste the first 0x14 bytes from GLOBAL.PAK)
patyek
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Re: [PC] STRIDER™ / ストライダー飛竜® (GLOBAL.PAK)

Post by patyek »

Hi! How can i extract/repack the pak files for this game?
aluigi
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Re: [PC] STRIDER™ / ストライダー飛竜® (GLOBAL.PAK)

Post by aluigi »

@patyek
I guess quickbms with the http://aluigi.org/bms/strider.bms script.
Delutto
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Re: [PC] STRIDER™ / ストライダー飛竜® (GLOBAL.PAK)

Post by Delutto »

Strider PAK Tool
By Delutto
See Readme.txt for instructions.
Strider_PAK_Tool_By_Delutto.7z

Notes:
I couldn't make the game work with the compressed file, so the generated file will be uncompressed and, because of that, will be huge.
For game localization, see here.
Grilex
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Re: [PC] STRIDER™ / ストライダー飛竜® (GLOBAL.PAK)

Post by Grilex »

Delutto wrote:Strider PAK Tool
By Delutto
See Readme.txt for instructions.Strider_PAK_Tool_By_Delutto.7z
Notes:
I couldn't make the game work with the compressed file, so the generated file will be uncompressed and, because of that, will be huge.
For game localization, see here.


Thanks!
makc_ar
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Joined: Sun Aug 17, 2014 7:27 pm

Re: [PC] STRIDER™ / ストライダー飛竜® (GLOBAL.PAK)

Post by makc_ar »

Delutto wrote:Strider PAK Tool
By Delutto
See Readme.txt for instructions.Strider_PAK_Tool_By_Delutto.7z
Notes:
I couldn't make the game work with the compressed file, so the generated file will be uncompressed and, because of that, will be huge.
For game localization, see here.

Hi, Delutto! How about PS3 version? Game here http://zeus.dl.playstation.net/cdn/EP01 ... coMGYy.pkg