pxp file format (Pinball FX2, CastleStorm...)

Extraction and unpacking of game archives and compression, encryption, obfuscation, decoding of unknown files
logoliv
Posts: 12
Joined: Mon Jan 05, 2015 3:27 pm

pxp file format (Pinball FX2, CastleStorm...)

Post by logoliv »

Hi all,

I'm trying to mod Pinball FX2 but can't find a way to decode pxp files (which seems to be the standard archive format for Zen Studios games).

I've found a script to extract files contained inside a pxp archive here :
http://forum.xentax.com/viewtopic.php?f=10&t=10182

The problem is that extracted files are compressed and I don't have access to NeoWizLib.dll provided by Ekey here :
http://forum.xentax.com/viewtopic.php?f=10&t=10654
(I don't have a Xentax account and don't want to pay 5€ just to register for something that i'm not sure if it will work or not...)

Some help would be greatly appreciated :)
Ekey if you read this message could you please attach your NeoWizLib.dll ?
I've joined a small pxp archive (which contains 2 files : Config.cfg and Football.cfg) as sample.

Thanks in advance.
aluigi
Site Admin
Posts: 12984
Joined: Wed Jul 30, 2014 9:32 pm

Re: pxp file format (Pinball FX2, CastleStorm...)

Post by aluigi »

I can confirm that the tool made by Ekey works.
There is also a quickbms script that calls NWDecompress from NeoWizLib.dll:
http://forum.xentax.com/viewtopic.php?p=89130#p89130

In that post it's also written that probably the decompression algorithm used for the data files is different and so you can extract only the text files like the one you attached.

If you need NeoWizLib.dll you can find it attached to this post (I think it's a semi-public dll, please confirm Ekey).
aluigi
Site Admin
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Joined: Wed Jul 30, 2014 9:32 pm

Re: pxp file format (Pinball FX2, CastleStorm...)

Post by aluigi »

This decompressing function will be available in the next quickbms by default.
To anyone: feel free to tell me if you have other functions of other games that I can embed in quickbms :)
logoliv
Posts: 12
Joined: Mon Jan 05, 2015 3:27 pm

Re: pxp file format (Pinball FX2, CastleStorm...)

Post by logoliv »

quick and efficient answer Luigi, thanks a lot :D
it works fine, too bad the dll only contains the NWDecompress function (I need to recompress the cfg files and reinject them into pxp archives with quickbms to mod the game...)
I think Ekey made this function and compiled it into a dll, because Google can't find "NeoWizLib.dll" anywhere in the internet.
Ekey
Posts: 1383
Joined: Sat Aug 09, 2014 2:34 pm

Re: pxp file format (Pinball FX2, CastleStorm...)

Post by Ekey »

aluigi wrote:If you need NeoWizLib.dll you can find it attached to this post (I think it's a semi-public dll, please confirm Ekey).

I do not mind.

About algo: Game have 2 decompress functions (for CastleStorm, KungFu). First function only for plaintext files and second for other data like images and ect. This my lib contain function only for plaintext files. Pinball FX2 seems have generic function for decompress for all data's.
btw: Game is free on steam :)
logoliv
Posts: 12
Joined: Mon Jan 05, 2015 3:27 pm

Re: pxp file format (Pinball FX2, CastleStorm...)

Post by logoliv »

A less cool thing is that, unlike a lot of games, Pinball FX2 doesn't accept data in uncompressed format directly in game directory folder, it only seems to load PXP files or they have priority :(
So there's no way to modify a file unless I find a way to recompress it to PXP format (and I guess the recompress function is unavailable if you're not a Zen Studio employee, as the game only needs the decompress algorithm to work...)
Ekey
Posts: 1383
Joined: Sat Aug 09, 2014 2:34 pm

Re: pxp file format (Pinball FX2, CastleStorm...)

Post by Ekey »

Here function from Pinball
logoliv
Posts: 12
Joined: Mon Jan 05, 2015 3:27 pm

Re: pxp file format (Pinball FX2, CastleStorm...)

Post by logoliv »

thanks Ekey... I understand nothing at all at your code :oops: it seems a mix between C++ and assembly langage :lol:
could it be possible to program the reverse function ? (to recompress a file)
Ekey
Posts: 1383
Joined: Sat Aug 09, 2014 2:34 pm

Re: pxp file format (Pinball FX2, CastleStorm...)

Post by Ekey »

Decompress only.
logoliv
Posts: 12
Joined: Mon Jan 05, 2015 3:27 pm

Re: pxp file format (Pinball FX2, CastleStorm...)

Post by logoliv »

Ekey, where did you find NeoWizLib.dll please ?
Ekey
Posts: 1383
Joined: Sat Aug 09, 2014 2:34 pm

Re: pxp file format (Pinball FX2, CastleStorm...)

Post by Ekey »

Where find? It's my library.
logoliv
Posts: 12
Joined: Mon Jan 05, 2015 3:27 pm

Re: pxp file format (Pinball FX2, CastleStorm...)

Post by logoliv »

ok, so you made the decompress function but not the recompress function... just need to extract material from pxp but not to mod the game ?
Ekey
Posts: 1383
Joined: Sat Aug 09, 2014 2:34 pm

Re: pxp file format (Pinball FX2, CastleStorm...)

Post by Ekey »

Algorithm support only text files.
A1ex
Posts: 1
Joined: Mon Feb 02, 2015 8:04 pm

Re: pxp file format (Pinball FX2, CastleStorm...)

Post by A1ex »

Hello everyone. I am happy that I manage to stumble on this forum. Me and few friends plan to make actual StarWars pinballs based on Zenstudio PinballFX. I see that guys here have success in decoding files from game installation. Is it possible (or if someone actually made it) to decode PXP files (we have PC copy of the game), or any other version (PS3, ie)? I am talking about graphics and sounds used in the game.

Thank you very much for your response.
jmgg
Posts: 48
Joined: Sun Jan 25, 2015 4:15 pm

Re: pxp file format (Pinball FX2, CastleStorm...)

Post by jmgg »

I try extract pxp format in the Infinite Minigolf but I don't work
https://mega.nz/#!bhllgBjQ!uTgG2uZRcxUI ... bGenYQgyjo
aluigi
Site Admin
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Joined: Wed Jul 30, 2014 9:32 pm

Re: pxp file format (Pinball FX2, CastleStorm...)

Post by aluigi »

Just an update from my side.
I have updated my script to version 0.2 supporting the two whole decompression functions used for types <= 4 and major than 4:
http://aluigi.org/bms/zen_studio_pxp.bms

The only format which is not covered yet is version 3 like the files of Independence Day Resurgence / Battle Heroes and Infinite Minigolf.
The reason is that these files look encrypted so probably the format is the same.
Maybe I will check if Pinball FX3 uses encryption too (released just few days ago!).
aluigi
Site Admin
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Joined: Wed Jul 30, 2014 9:32 pm

Re: pxp file format (Pinball FX2, CastleStorm...)

Post by aluigi »

And yes, finally the community has a way to extract ALL the files from any PXP archive made by ZenStudio... just in time for Pinball FX3 released 3 days ago.
Script 0.3:
http://aluigi.org/bms/zen_studio_pxp.bms
jmgg
Posts: 48
Joined: Sun Jan 25, 2015 4:15 pm

Re: pxp file format (Pinball FX2, CastleStorm...)

Post by jmgg »

aluigi
Site Admin
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Re: pxp file format (Pinball FX2, CastleStorm...)

Post by aluigi »

Basically PX is both an archive (type 5) and a container for various types of files.
The one you provided looks like a 3d model.
Try to open it with a hex editor and check what type of 3d format it may be and where it starts so you can cut the starting header and import it in some software.
I support only the archives.
LolHacksRule
Posts: 865
Joined: Fri Apr 20, 2018 12:41 am

Re: pxp file format (Pinball FX2, CastleStorm...)

Post by LolHacksRule »

Cannot extract PTSData.pxp from Zen Pinball v1.35 (Android), any way to fix or plans on fixing that? The right script and the latest QuickBMS was used on it...

http://www.filedropper.com/ptsdata