Destroy All Humans! (PS2) PKG Files Decryption Help

Extraction and unpacking of game archives and compression, encryption, obfuscation, decoding of unknown files
coflamsta

Destroy All Humans! (PS2) PKG Files Decryption Help

Post by coflamsta »

Hi, I was looking into the Destroy All Humans PS2 Audio files when I came across some PKG files that seem to house ambience and music but I think they are encrypted. Can anyone help? Anything to help decrypt them? Much appreciated! Links provided below to look at.

DISCARD.PKG
https://www119.zippyshare.com/v/0GwihnME/file.html
E.DIR
https://www119.zippyshare.com/v/UZGQbWL8/file.html
RESIDENT.PKG
https://www119.zippyshare.com/v/URR55hKX/file.html
SOUNDCCH.PKG
https://www119.zippyshare.com/v/KGBMOxPw/file.html
SOUNDRES.PKG
https://www119.zippyshare.com/v/g3sTdima/file.html
SOUNDSTR.PKG
https://www119.zippyshare.com/v/mLd2vssR/file.html
aluigi
Site Admin
Posts: 12984
Joined: Wed Jul 30, 2014 9:32 pm

Re: Destroy All Humans! (PS2) PKG Files Decryption Help

Post by aluigi »

coflamsta

Re: Destroy All Humans! (PS2) PKG Files Decryption Help

Post by coflamsta »

How would I go about getting the audio out of the extracted data to see what format it uses?
aluigi
Site Admin
Posts: 12984
Joined: Wed Jul 30, 2014 9:32 pm

Re: Destroy All Humans! (PS2) PKG Files Decryption Help

Post by aluigi »

There are no filenames stored in E.DIR but soundstr and soundres contain for sure raw PS adpcm data.
With raw adpcm the only problem is the "interleave" value that controls the stereo files, in fact if you use mfaudio with 000004df.dat the value 8000 in mfaudio is correct but it's different for the others (apparently many files use 8000).
Teancum
Posts: 94
Joined: Mon Sep 22, 2014 5:13 pm

Re: Destroy All Humans! (PS2) PKG Files Decryption Help

Post by Teancum »

I've always wanted to be able to mod this game. I'll have to see if this works on the other entries.
coflamsta

Re: Destroy All Humans! (PS2) PKG Files Decryption Help

Post by coflamsta »

aluigi wrote:There are no filenames stored in E.DIR but soundstr and soundres contain for sure raw PS adpcm data.
With raw adpcm the only problem is the "interleave" value that controls the stereo files, in fact if you use mfaudio with 000004df.dat the value 8000 in mfaudio is correct but it's different for the others (apparently many files use 8000).


Here's what I got out of your script

0000000000000001.lua
https://www72.zippyshare.com/v/a3UbbdCf/file.html
0000000000000003.lua
https://www72.zippyshare.com/v/3mkh6kv7/file.html
0000000000000000.dat
https://www72.zippyshare.com/v/6Gx4aIiL/file.html
0000000000000002.dat
https://www72.zippyshare.com/v/155Zj9Mm/file.html

MfAudio converts them but when I play the sound, it plays with clicking sounds, errors or no sound at all.
toystory2wasok
Posts: 7
Joined: Wed Feb 07, 2018 5:58 am

Re: Destroy All Humans! (PS2) PKG Files Decryption Help

Post by toystory2wasok »

Is there a way to fix this or is the script just meant for extracting soundstr,soundres, soundcch files?
aluigi
Site Admin
Posts: 12984
Joined: Wed Jul 30, 2014 9:32 pm

Re: Destroy All Humans! (PS2) PKG Files Decryption Help

Post by aluigi »

It doesn't give me that problem here.
coflamsta

Re: Destroy All Humans! (PS2) PKG Files Decryption Help

Post by coflamsta »

aluigi wrote:There are no filenames stored in E.DIR but soundstr and soundres contain for sure raw PS adpcm data.
With raw adpcm the only problem is the "interleave" value that controls the stereo files, in fact if you use mfaudio with 000004df.dat the value 8000 in mfaudio is correct but it's different for the others (apparently many files use 8000).


What is the "000004df.dat" you speak of? I found no such file in the data results.
aluigi
Site Admin
Posts: 12984
Joined: Wed Jul 30, 2014 9:32 pm

Re: Destroy All Humans! (PS2) PKG Files Decryption Help

Post by aluigi »

In your "soundstr" folder it has a different name because here I had to limit the script only to the pkg I downloaded.
Anyway it's one of the biggest files in soundstr, try with interleave 8000 and most of them should play correctly.
coflamsta

Re: Destroy All Humans! (PS2) PKG Files Decryption Help

Post by coflamsta »

aluigi wrote:In your "soundstr" folder it has a different name because here I had to limit the script only to the pkg I downloaded.
Anyway it's one of the biggest files in soundstr, try with interleave 8000 and most of them should play correctly.


I don't know what interleave is as I have no experience with that unfortunately. There isn't a soundstr folder when the data is dumped using your script unless you mean the raw PKG soundstr file. Sorry if I'm being a pain/noob btw. I'm new to all this.

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aluigi
Site Admin
Posts: 12984
Joined: Wed Jul 30, 2014 9:32 pm

Re: Destroy All Humans! (PS2) PKG Files Decryption Help

Post by aluigi »

Script 0.1.2
That's the max I can do because the format has references to unavailable packages.
The script automatically generates ss2 files for soundstr, basically if you are interested in the musics you will get everything you need.
play ss2 files with winamp and the appropriate plugin (vgmstream I guess) and play the files with bigger size (the musics)
coflamsta

Re: Destroy All Humans! (PS2) PKG Files Decryption Help

Post by coflamsta »

aluigi wrote:Script 0.1.2
That's the max I can do because the format has references to unavailable packages.
The script automatically generates ss2 files for soundstr, basically if you are interested in the musics you will get everything you need.
play ss2 files with winamp and the appropriate plugin (vgmstream I guess) and play the files with bigger size (the musics)


Only DAT and LUA files are dumped, not SS2. Discard and Resident files are the only two folders.