Dishonored2 (.index)

Extraction and unpacking of game archives and compression, encryption, obfuscation, decoding of unknown files
michalss
Posts: 320
Joined: Sun Aug 10, 2014 12:49 pm

Re: Dishonored2 (.index)

Post by michalss »

sigroon365 wrote:
michalss wrote:I will look at it when I finish my current projects.

It seems that it takes long time.. :P


will see...
michalss
Posts: 320
Joined: Sun Aug 10, 2014 12:49 pm

Re: Dishonored2 (.index)

Post by michalss »

My friend from FFDec allready working on it..

https://www.free-decompiler.com/flash/i ... t-pls-help
sigroon365
Posts: 330
Joined: Fri Nov 21, 2014 4:03 am

Re: Dishonored2 (.index)

Post by sigroon365 »

michalss wrote:My friend from FFDec allready working on it..

https://www.free-decompiler.com/flash/i ... t-pls-help


That's good news! :)
sigroon365
Posts: 330
Joined: Fri Nov 21, 2014 4:03 am

Re: Dishonored2 (.index)

Post by sigroon365 »

michalss wrote:OK u are half right.


In my opinion 64_df.dat and 64_df.bimage7 are dummies. I take a test.
Although I modify font index and image, it still doesn't support my first language.

Translation test 01
Image
Result 01
Image

Translation test 02
Image
Result 01
Image
Last edited by sigroon365 on Tue Nov 15, 2016 3:35 am, edited 1 time in total.
michalss
Posts: 320
Joined: Sun Aug 10, 2014 12:49 pm

Re: Dishonored2 (.index)

Post by michalss »

hmm interesting.. well then we need to wait for fonts then to be hones i never try it yet..
sigroon365
Posts: 330
Joined: Fri Nov 21, 2014 4:03 am

Re: Dishonored2 (.index)

Post by sigroon365 »

michalss wrote:hmm interesting.. well then we need to wait for fonts then to be hones i never try it yet..


How do you think that we can overcome this problem?
It seems that the RAD company discontinue IGGY because they are going to develop IGGY verson 2.
By the way, can we make the game reading dummy font instead of IGGY?
michalss
Posts: 320
Joined: Sun Aug 10, 2014 12:49 pm

Re: Dishonored2 (.index)

Post by michalss »

sigroon365 wrote:
michalss wrote:hmm interesting.. well then we need to wait for fonts then to be hones i never try it yet..


How do you think that we can overcome this problem?
It seems that the RAD company discontinue IGGY because they are going to develop IGGY verson 2.
By the way, can we make the game reading dummy font instead of IGGY?


Well no idea how to, but my friend already looking at iggy fonts. Today i will know more later today, will see, he told me that he found a few clues in the format, but not guarantees, we have to wait...
sigroon365
Posts: 330
Joined: Fri Nov 21, 2014 4:03 am

Re: Dishonored2 (.index)

Post by sigroon365 »

michalss wrote:
sigroon365 wrote:
michalss wrote:hmm interesting.. well then we need to wait for fonts then to be hones i never try it yet..


How do you think that we can overcome this problem?
It seems that the RAD company discontinue IGGY because they are going to develop IGGY verson 2.
By the way, can we make the game reading dummy font instead of IGGY?


Well no idea how to, but my friend already looking at iggy fonts. Today i will know more later today, will see, he told me that he found a few clues in the format, but not guarantees, we have to wait...


Ok, thank you! :)
michalss
Posts: 320
Joined: Sun Aug 10, 2014 12:49 pm

Re: Dishonored2 (.index)

Post by michalss »

fonts are not only problem, i wrote tools last night and there is maximum size of archive allowed, if you add all necessary file on the end of the archive, game wont start, so i made a few tests and try to add only a few files and that is work, so there is somewhere set maximum of archive size... :( Means only possible way would be to try make a patch system or try to repack whole archive to make sure it fits into maximum size...

Fonts - found out that diff lang containing diff font sets, english is the worst as you can think...
sigroon365
Posts: 330
Joined: Fri Nov 21, 2014 4:03 am

Re: Dishonored2 (.index)

Post by sigroon365 »

michalss wrote:fonts are not only problem, i wrote tools last night and there is maximum size of archive allowed, if you add all necessary file on the end of the archive, game wont start, so i made a few tests and try to add only a few files and that is work, so there is somewhere set maximum of archive size... :( Means only possible way would be to try make a patch system or try to repack whole archive to make sure it fits into maximum size...

Fonts - found out that diff lang containing diff font sets, english is the worst as you can think...


Don't worry about repacking. I can make it.
michalss
Posts: 320
Joined: Sun Aug 10, 2014 12:49 pm

Re: Dishonored2 (.index)

Post by michalss »

sigroon365 wrote:
michalss wrote:fonts are not only problem, i wrote tools last night and there is maximum size of archive allowed, if you add all necessary file on the end of the archive, game wont start, so i made a few tests and try to add only a few files and that is work, so there is somewhere set maximum of archive size... :( Means only possible way would be to try make a patch system or try to repack whole archive to make sure it fits into maximum size...

Fonts - found out that diff lang containing diff font sets, english is the worst as you can think...


Don't worry about repacking. I can make it.


As i wrote im not worried just saying you cannot add all 611 files on end of the archive. but need to use different index file i guess..
michalss
Posts: 320
Joined: Sun Aug 10, 2014 12:49 pm

Re: Dishonored2 (.index)

Post by michalss »

we made some progress :D

Image

Image

Image
michalss
Posts: 320
Joined: Sun Aug 10, 2014 12:49 pm

Re: Dishonored2 (.index)

Post by michalss »

Here you go, first test..... :)

Image
sigroon365
Posts: 330
Joined: Fri Nov 21, 2014 4:03 am

Re: Dishonored2 (.index)

Post by sigroon365 »

michalss wrote:Here you go, first test..... :)

It was not finished, right?
michalss
Posts: 320
Joined: Sun Aug 10, 2014 12:49 pm

Re: Dishonored2 (.index)

Post by michalss »

no still working on it it is just example for 1 char. BTW still missing lots of texts!!!! There is lot of texts in decl but not all, still missing some npc texts, simple not all text in index1 file only.. Fonts will be sorted soon but can you please find all texts ?
swinei
Posts: 20
Joined: Sat Nov 05, 2016 2:19 pm

Re: Dishonored2 (.index)

Post by swinei »

michalss wrote:no still working on it it is just example for 1 char. BTW still missing lots of texts!!!! There is lot of texts in decl but not all, still missing some npc texts, simple not all text in index1 file only.. Fonts will be sorted soon but can you please find all texts ?


The missing texts might be in shared_2_3.sharedsrc

I used this to get most of the files extracted

Code: Select all

# Dishonored 2
# script for QuickBMS http://quickbms.aluigi.org

endian big
get EXT extension
if EXT == "index" || EXT == "resources" || EXT == "sharedrsc"

    open FDDE "index"
    open FDDE "resources" 1
    open FDSE "shared_2_3.sharedrsc" 2
    get DUMMY byte  # 0x05 for index and 0x04 for resources
    idstring "SER"
    get SIZE long
    getdstring ZERO 0x18
    get FILES long
    for i = 0 < FILES
        get IDX long
        endian little
        for x = 0 < 3
            get NAMESZ long
            getdstring NAME NAMESZ
        next x
        endian big
        get OFFSET longlong
        get SIZE long
        get ZSIZE long
        get ZERO long
        get FLAGS long
        get ZERO short
        if FLAGS > 0
            if ZSIZE == SIZE
                log NAME OFFSET SIZE 2
            endif
        else
            if ZSIZE == SIZE
                log NAME OFFSET SIZE 1
            else
                clog NAME OFFSET ZSIZE SIZE 1
            endif
        endif
    next i

else

    comtype zlib_noerror
    get SIZE asize
    get NAME basename
    string NAME + "_unpack."
    string NAME + EXT
    clog NAME 0 SIZE SIZE

endif


This does not work on compressed files in shared_2_3.sharedsrc, I got an error when I tried

Code: Select all

clog NAME OFFSET ZSIZE SIZE 2
RenderMan88
Posts: 4
Joined: Tue Nov 29, 2016 9:36 pm

Re: Dishonored2 (.index)

Post by RenderMan88 »

I tried using the script above(swinei) but it did not work, I'm looking to extract the audio data from the .resources archives or sharedrsc file, is anyone able to help ?, when I try using the script above I get the following:

Image
RenderMan88
Posts: 4
Joined: Tue Nov 29, 2016 9:36 pm

Re: Dishonored2 (.index)

Post by RenderMan88 »

Ok so I managed to extract a lot of data from game1.resources, under "generated\decls\soundevent\" there are a lot of .decl files are seem to point to another file, does anyone know how to get to this files ?, i'm assuming the files it's pointing to is the audio data file:

Image
swinei
Posts: 20
Joined: Sat Nov 05, 2016 2:19 pm

Re: Dishonored2 (.index)

Post by swinei »

I think sounds are in the Dishonored2\base\pck folder, you could try this on it.
RenderMan88
Posts: 4
Joined: Tue Nov 29, 2016 9:36 pm

Re: Dishonored2 (.index)

Post by RenderMan88 »

Thanks swinei, I did try that just now but it didn't work, I get the error below, I didn't realize the sound files we're in the PCK files, will try and look for more ways to unpack them.

Image