Mass Effect Andromeda

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: Mass Effect Andromeda

Post by michalss »

warrantyvoider wrote:most text is in talktables, so they can be easily replaced with the current loaded language (afaik) because a text is only referenced by its index

greetz



What you mean by this ? All text is in stringtable files? Is there then any way to replace/import files back to archives or any way to get text change to see it in the game ? I dont want to spend much time if someone allready did it..
warrantyvoider
Posts: 236
Joined: Tue Apr 04, 2017 11:44 am

Re: Mass Effect Andromeda

Post by warrantyvoider »

its all been done before, importing, overwriting in memory, making patches... but do you rewrite my dai code for mea or anyone else? this takes time and im just a human too. just google how dai research actually started (see f.e. https://www.reddit.com/r/DAIToolsWV/ or on my github https://github.com/zeroKilo/DAIToolsWV)

greetz WV

PS: afaik (!) all text is in talktables, but im not sure
AnonBaiter
Posts: 1125
Joined: Tue Feb 02, 2016 2:35 am

Re: Mass Effect Andromeda

Post by AnonBaiter »

Man, I actually feel bad for those who picked the cracked CPY version before the update.
Devisaur
Posts: 15
Joined: Thu Mar 30, 2017 11:18 pm

Re: Mass Effect Andromeda

Post by Devisaur »

warrantyvoider wrote:im going to add the code to this project aswell, but do what you want


Awesome, I figured as much but I know you've been working on the textures/model. Might as well spend some of my time messing around.
warrantyvoider
Posts: 236
Joined: Tue Apr 04, 2017 11:44 am

Re: Mass Effect Andromeda

Post by warrantyvoider »

added autopreview for those textures with type 0x37 (mostly used for diffs it seems), so a small percentage of the textures can be browsed and exported now^^

Image

if anyone can create a successfull dds header for the other formats, I can add those too :) but that wont be my focus, now id like to put a texture back in, to see how hard import is going to be

greetz WV

PS: attached current version, right click the preview for export

PPS: about the format and dumping from memory, choose dx11 wrapper and start the exe with it : https://www.unknowncheats.me/forum/gene ... ost1683823
Image

PPPS:in case someone wants to laugh at my code, this is the current texture code to make the header, let me know if anyone figures out how to add one :) https://pastebin.com/WqYFM77E
PPPPS:last update: after looking at the ripped dds files, I realize I simply miss support for the extended dx10 header, if anyone has code, let me know :D
Last edited by warrantyvoider on Mon Apr 10, 2017 7:59 pm, edited 1 time in total.
lyutor1945
Posts: 42
Joined: Wed Feb 24, 2016 4:24 pm

Re: Mass Effect Andromeda

Post by lyutor1945 »

Looks like you guys have had some success and step by step create mod tool for MEA:) Thank you so much for doing this:)
warrantyvoider
Posts: 236
Joined: Tue Apr 04, 2017 11:44 am

Re: Mass Effect Andromeda

Post by warrantyvoider »


thanks, I will play with that tomorrow :D unfortunately format 66 is still missing in those lists...
Rick
Posts: 8
Joined: Tue Aug 19, 2014 4:25 pm

Re: Mass Effect Andromeda

Post by Rick »

Dragosh
Posts: 1
Joined: Mon Apr 10, 2017 11:01 pm

Re: Mass Effect Andromeda

Post by Dragosh »

Some good work you do guys ,

I wonder if it will be possible to extract music from the game ?
There's some great ambient synth music which is sadly not included in the official Soundtrack :'(
Trip
Posts: 7
Joined: Thu Apr 06, 2017 12:50 pm

Re: Mass Effect Andromeda

Post by Trip »

Dragosh wrote:Some good work you do guys ,

I wonder if it will be possible to extract music from the game ?
There's some great ambient synth music which is sadly not included in the official Soundtrack :'(


yes audio in general, sfx and dialogue
OClear
Posts: 45
Joined: Tue Feb 16, 2016 6:36 pm

Re: Mass Effect Andromeda

Post by OClear »

warrantyvoider wrote:so why has none of the other 26 downloaders this problem? do you bought the game? do you select the game exe? have you edited files alread? a bit more information than "it crashed" would be needed if you want help


I'm following your instructions from before. Using the files posted by OP. Yes, it's incomplete, but the program shouldn't crash.

It worked for the first couple of releases, then you recently changed something. Now it doesn't even load. I think it dies in the toc/sb loading part.

Unlike a normal user, I have already decrypted the tocs, so maybe your program is trying is decrypt them twice?
nope, I restored all the tocs to their original file. program still stuck processing Data\Win32\anchorchannels.toc...
Last edited by OClear on Tue Apr 11, 2017 2:31 am, edited 3 times in total.
OClear
Posts: 45
Joined: Tue Feb 16, 2016 6:36 pm

Re: Mass Effect Andromeda

Post by OClear »

Rick wrote:https://github.com/gibbed/Gibbed.MassEffectAndromeda/blob/master/projects/Gibbed.Frostbite3.ResourceFormats/TextureFormat.cs#L29


Hey Rick, do these formats have DirectX equivalents?

Code: Select all

ETC1_UNORM
ETC2RGB_UNORM
EAC_R11_UNORM
PVRTC1_4BPP_RGBA_UNORM
ASTC_4x4_UNORM
...


Can't find them listed under the "DXGI_FORMAT_" constants.
weiyun
Posts: 19
Joined: Wed Aug 10, 2016 5:20 pm

Re: Mass Effect Andromeda

Post by weiyun »

warrantyvoider wrote:

thanks, I will play with that tomorrow :D unfortunately format 66 is still missing in those lists...


I wrote a C++/CLI wrapper library for DirectXTex, PVRTexLib and Crunch. So now I can preview and export most texture formats.

Image

Here is the compiled DLL. It only has 64 bit version because I got some compile errors when I was trying to compile 32 bit crnlib.
weiyun
Posts: 19
Joined: Wed Aug 10, 2016 5:20 pm

Re: Mass Effect Andromeda

Post by weiyun »

OClear wrote:
Rick wrote:https://github.com/gibbed/Gibbed.MassEffectAndromeda/blob/master/projects/Gibbed.Frostbite3.ResourceFormats/TextureFormat.cs#L29


Hey Rick, do these formats have DirectX equivalents?

Code: Select all

ETC1_UNORM
ETC2RGB_UNORM
EAC_R11_UNORM
PVRTC1_4BPP_RGBA_UNORM
ASTC_4x4_UNORM
...


Can't find them listed under the "DXGI_FORMAT_" constants.



Those formats are used in mobile platforms and DirectX doesn't support them.
Hairless_Wookiee
Posts: 12
Joined: Thu Sep 24, 2015 9:03 pm

Re: Mass Effect Andromeda

Post by Hairless_Wookiee »

warrantyvoider wrote:unfortunately format 66 is still missing in those lists...

According to Rick's code it's BC7. Seems like both the formats used by most armours are:

BC7_UNORM = 66,
BC7_SRGB = 67,
OClear
Posts: 45
Joined: Tue Feb 16, 2016 6:36 pm

Re: Mass Effect Andromeda

Post by OClear »

weiyun wrote:Those formats are used in mobile platforms and DirectX doesn't support them.


Thanks, I see now. You need like 3 different texture libraries just to cover them all! Hopefully, the majority fall under DirectX formats.
peacheslamb
Posts: 2
Joined: Tue Apr 11, 2017 8:20 am

Re: Mass Effect Andromeda

Post by peacheslamb »

Trip wrote:yes audio in general, sfx and dialogue
Using warrantyvoider's tools? Or is there some other way to extract the music?
warrantyvoider
Posts: 236
Joined: Tue Apr 04, 2017 11:44 am

Re: Mass Effect Andromeda

Post by warrantyvoider »

OClear wrote:
warrantyvoider wrote:so why has none of the other 26 downloaders this problem? do you bought the game? do you select the game exe? have you edited files alread? a bit more information than "it crashed" would be needed if you want help


I'm following your instructions from before. Using the files posted by OP. Yes, it's incomplete, but the program shouldn't crash.

It worked for the first couple of releases, then you recently changed something. Now it doesn't even load. I think it dies in the toc/sb loading part.

Unlike a normal user, I have already decrypted the tocs, so maybe your program is trying is decrypt them twice?
nope, I restored all the tocs to their original file. program still stuck processing Data\Win32\anchorchannels.toc...


I added a log function for you, so you can find out at what point it crashes, also tested it with a reduced set of files and folders and no idea what your problem could be. do you use win10? also, yes, you can use decompressed files, but you have to keep the footer and destroy the signature (change a byte or so)

Image

greetz WV