RESIDENT EVIL 2 / BIOHAZARD RE:2 "1-Shot Demo" .pak
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RESIDENT EVIL 2 / BIOHAZARD RE:2 "1-Shot Demo" .pak
Free game: https://store.steampowered.com/app/9614 ... 1Shot_Demo
Someone script or tool to re_chunk_000.pak file?
Someone script or tool to re_chunk_000.pak file?
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Re: RESIDENT EVIL 2 / BIOHAZARD RE:2 "1-Shot Demo" .pak
Same format as in RE7, just added new compression flag for ZSTD. Filelist actually is empty for now.
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Re: RESIDENT EVIL 2 / BIOHAZARD RE:2 "1-Shot Demo" .pak
Thanks a lot Ekey!
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Re: RESIDENT EVIL 2 / BIOHAZARD RE:2 "1-Shot Demo" .pak
Hook to get file names. Copy two DLL's in game folder and run the game, after check RE2Hook.log file
PS: Not tested on Win10
PS2: Just a look a next page
PS: Not tested on Win10
PS2: Just a look a next page
Last edited by Ekey on Sat Jan 26, 2019 10:37 pm, edited 2 times in total.
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Re: RESIDENT EVIL 2 / BIOHAZARD RE:2 "1-Shot Demo" .pak
Ekey wrote:Hook to get file names. Copy two DLL's in game folder and run the game, after check RE2Hook.log file
PS: Not tested on Win10
Thanks! My hook file here:
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Re: RESIDENT EVIL 2 / BIOHAZARD RE:2 "1-Shot Demo" .pak
Updated base with names
Edited: See below.
Edited: See below.
Last edited by Ekey on Mon Jan 14, 2019 12:17 am, edited 1 time in total.
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Re: RESIDENT EVIL 2 / BIOHAZARD RE:2 "1-Shot Demo" .pak
Thanks you very much Ekey!
All text: https://cdn.discordapp.com/attachments/ ... essage.rar
Fonts: https://cdn.discordapp.com/attachments/ ... 2/font.rar
All text: https://cdn.discordapp.com/attachments/ ... essage.rar
Fonts: https://cdn.discordapp.com/attachments/ ... 2/font.rar
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Re: RESIDENT EVIL 2 / BIOHAZARD RE:2 "1-Shot Demo" .pak
They are encrypted. For decrypt fonts you can use my old tool for RE7 (RE7.Fonts.CryptTool). Here is a snipped of decryption code for msg's text blocks.
Code: Select all
static byte[] m_Key = new byte[] {
0xCF, 0xCE, 0xFB, 0xF8, 0xEC, 0x0A, 0x33, 0x66,
0x93, 0xA9, 0x1D, 0x93, 0x50, 0x39, 0x5F, 0x09 };
static byte[] iDecrypt(byte[] pBuffer, int dwSize)
{
byte m_Byte1;
byte m_Byte2 = 0;
int i = 0;
int j = 0;
int dwKeyIndex;
do
{
m_Byte1 = m_Byte2;
m_Byte2 = pBuffer[j];
dwKeyIndex = i++ & 0xF;
pBuffer[j] = (byte)(m_Byte1 ^ m_Byte2 ^ m_Key[dwKeyIndex]);
j = i;
} while (i < dwSize);
return pBuffer;
}
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Re: RESIDENT EVIL 2 / BIOHAZARD RE:2 "1-Shot Demo" .pak
Ekey wrote:They are encrypted. For decrypt fonts you can use my old tool for RE7 (RE7.Fonts.CryptTool). Here is a snipped of decryption code for msg's text blocks.Code: Select all
static byte[] m_Key = new byte[] {
0xCF, 0xCE, 0xFB, 0xF8, 0xEC, 0x0A, 0x33, 0x66,
0x93, 0xA9, 0x1D, 0x93, 0x50, 0x39, 0x5F, 0x09 };
static byte[] iDecrypt(byte[] pBuffer, int dwSize)
{
byte m_Byte1;
byte m_Byte2 = 0;
int i = 0;
int j = 0;
int dwKeyIndex;
do
{
m_Byte1 = m_Byte2;
m_Byte2 = pBuffer[j];
dwKeyIndex = i++ & 0xF;
pBuffer[j] = (byte)(m_Byte1 ^ m_Byte2 ^ m_Key[dwKeyIndex]);
j = i;
} while (i < dwSize);
return pBuffer;
}
Unpack succesfly but i cant repack.
How can i repack msg and font files included .pak archvies?
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Re: RESIDENT EVIL 2 / BIOHAZARD RE:2 "1-Shot Demo" .pak
No tools for repack.
PS: Updated base with names
PS: Updated base with names
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Re: RESIDENT EVIL 2 / BIOHAZARD RE:2 "1-Shot Demo" .pak
Tested on W10 x64 and works. Thanks!Ekey wrote:PS: Not tested on Win10
Hashs are Murmur3? I can't find a match...
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Re: RESIDENT EVIL 2 / BIOHAZARD RE:2 "1-Shot Demo" .pak
Delutto wrote:Tested on W10 x64 and works. Thanks!Ekey wrote:PS: Not tested on Win10
Hashs are Murmur3?
Yep
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Re: RESIDENT EVIL 2 / BIOHAZARD RE:2 "1-Shot Demo" .pak
For C# I made some small modification to the public MurMur3 implementation to return an unsigned integer, I tested it on the ones from the above logs and they matched the pak (keep they need to be unicode/UTF16 like RE7), feel free to use this in any shape or form:
https://pastebin.com/qVysA2Si
https://pastebin.com/qVysA2Si
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Re: RESIDENT EVIL 2 / BIOHAZARD RE:2 "1-Shot Demo" .pak
Thanks. I'm coding in Delphi, in fact I was using Unicode and my code was right, now I see my problem in your code: seed 0xFFFFFFFF. Thanks again, now everything is working properly.Scobalula wrote:For C# I made some small modification to the public MurMur3 implementation to return an unsigned integer, I tested it on the ones from the above logs and they matched the pak (keep they need to be unicode/UTF16 like RE7), feel free to use this in any shape or form:
Updated:
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Re: RESIDENT EVIL 2 / BIOHAZARD RE:2 "1-Shot Demo" .pak
Ekey wrote:They are encrypted. For decrypt fonts you can use my old tool for RE7 (RE7.Fonts.CryptTool). Here is a snipped of decryption code for msg's text blocks.Code: Select all
static byte[] m_Key = new byte[] {
0xCF, 0xCE, 0xFB, 0xF8, 0xEC, 0x0A, 0x33, 0x66,
0x93, 0xA9, 0x1D, 0x93, 0x50, 0x39, 0x5F, 0x09 };
static byte[] iDecrypt(byte[] pBuffer, int dwSize)
{
byte m_Byte1;
byte m_Byte2 = 0;
int i = 0;
int j = 0;
int dwKeyIndex;
do
{
m_Byte1 = m_Byte2;
m_Byte2 = pBuffer[j];
dwKeyIndex = i++ & 0xF;
pBuffer[j] = (byte)(m_Byte1 ^ m_Byte2 ^ m_Key[dwKeyIndex]);
j = i;
} while (i < dwSize);
return pBuffer;
}
how i can use this code?
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Re: RESIDENT EVIL 2 / BIOHAZARD RE:2 "1-Shot Demo" .pak
Delutto wrote:Thanks. I'm coding in Delphi, in fact I was using Unicode and my code was right, now I see my problem in your code: seed 0xFFFFFFFF. Thanks again, now everything is working properly.Scobalula wrote:For C# I made some small modification to the public MurMur3 implementation to return an unsigned integer, I tested it on the ones from the above logs and they matched the pak (keep they need to be unicode/UTF16 like RE7), feel free to use this in any shape or form:
Updated:Names_13405_of_18159.7z
any plans to make tool for msg?
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Re: RESIDENT EVIL 2 / BIOHAZARD RE:2 "1-Shot Demo" .pak
No. michalss will probably update his RE7 Complete Tools to support this game. In any case, will be better wait until game full release.Sajjad_Rahim wrote:any plans to make tool for msg?
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Re: RESIDENT EVIL 2 / BIOHAZARD RE:2 "1-Shot Demo" .pak
Deleted
Last edited by DJ Normality on Tue Jan 22, 2019 8:18 pm, edited 4 times in total.
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Re: RESIDENT EVIL 2 / BIOHAZARD RE:2 "1-Shot Demo" .pak
@DJ Normality
May I ask you to avoid posting big images like those and moreover avoiding to double-post the same content in other topics?
You have posted the same identical images in a topic about Assassin's Creed so are these images about RE2 or ACO???
And you do it often:
viewtopic.php?f=9&t=7424&p=42520#p42520 and viewtopic.php?f=9&t=9138&p=42519#p42519
*edit* let me know what are the 2 duplicates and I will delete them.
This is not the first time I warn you about posting big images of 3d models without any technical content.
The forum is NOT a portfolio or showcase.
Instead this is a good example of images from you, that's positive:
viewtopic.php?p=42520#p42520
May I ask you to avoid posting big images like those and moreover avoiding to double-post the same content in other topics?
You have posted the same identical images in a topic about Assassin's Creed so are these images about RE2 or ACO???
And you do it often:
viewtopic.php?f=9&t=7424&p=42520#p42520 and viewtopic.php?f=9&t=9138&p=42519#p42519
*edit* let me know what are the 2 duplicates and I will delete them.
This is not the first time I warn you about posting big images of 3d models without any technical content.
The forum is NOT a portfolio or showcase.
Instead this is a good example of images from you, that's positive:
viewtopic.php?p=42520#p42520
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- Joined: Tue Jul 24, 2018 8:52 am
Re: RESIDENT EVIL 2 / BIOHAZARD RE:2 "1-Shot Demo" .pak
I deleted the pictures sorry for double posting I just wanted to show the guys in that topic what I got since some of them are in this topic too. I just get so excited when I solve or extract something that is undiscovered I like sharing the content and the algorithms. Well.. and pictures lol. But I will try to keep all my post limited. I honestly just would like to make my own topic about extractions. I shrank this one down and put 4 in 1. Again sorry.
Last edited by DJ Normality on Thu Jan 24, 2019 11:39 am, edited 1 time in total.