Mobile Suit Gundam Online

Extraction and unpacking of game archives and compression, encryption, obfuscation, decoding of unknown files
Oloko
Posts: 2
Joined: Mon Mar 23, 2015 3:18 pm

Mobile Suit Gundam Online

Post by Oloko »

Hi,

I'm trying to see if it would be possible to create an English patch for the game. From what I've found the file are encrypted/archived in a .hed/.dat format.
I know this was requested before but I would really appreciate any help.

I'm not sure exactly what files would be required, so I created a zip file with the .exe and some files of the game. I excluded most .data and some .hed files because of their size. If required I could upload more files of the game.

MSGO (78.32 MB): https://dl.dropboxusercontent.com/u/21773746/MSGO.zip

You can find two .dat "package" I picked randomly:

data/interface/parts
data/sound/BGM/1000

I'll also attach the parts.hed and parts.dat to this thread in case it is enough and you don't want to download everything. ;)

Thank you for reading.
aluigi
Site Admin
Posts: 12984
Joined: Wed Jul 30, 2014 9:32 pm

Re: Mobile Suit Gundam Online

Post by aluigi »

It's the same/similar format used in AISpace.
It's from years that such format is used and there are no solutions except a work-in-progress script I wrote some years ago and worked with hardcoded keys (no key = no extraction).
I'm not aware of other solutions or people that have worked on this format.
Oloko
Posts: 2
Joined: Mon Mar 23, 2015 3:18 pm

Re: Mobile Suit Gundam Online

Post by Oloko »

Thanks for the answer.

Since the game need to read the archives, do you think it would be possible for me to procdump the game and try to find the key?
I'm not sure how you were able to find the keys for Ai Sp@ce, was it that way?

This is not really my field of expertise so I'm a bit lost right now. :oops:

Anyway, thanks again for the answer.
aluigi
Site Admin
Posts: 12984
Joined: Wed Jul 30, 2014 9:32 pm

Re: Mobile Suit Gundam Online

Post by aluigi »

That was just the method used for Ai Sp@ce but it was bad because the keys are generated at runtime with some algorithm that has not been reversed.
What was implemented in the script in fact was just a lame work-around as you can see in its code http://aluigi.altervista.org/papers/bms/aispace.bms