The main part of the extracted pkg from Until Dawn contains .core and .corestreams files.
The size goes from 1kb to 380MB( core files) and from 104kb to 81MB ( corestream files)
Then you have also a movie folder with the cutscenes. There are saved as bk2 files. RAD Video tools can play this videos but often without audio. So also the intro scene, where normaly plays the song "O Death". But RAD Video tools says that he doesn't found any audio. So I guess the audio files are saved into the core or corestream files. Maybe this files are archive files, but I am not really sure. Where I am sure, that in this core(stream) files are also the 3d models with the textures included. I know that there is a script to unpack this files, but only the core files and not every file. Also I get everytime I unpacked one file, an error so I must close the cmd Window reopen the programm, and do it again for every single file. Too much work for over 1000 files. Also this script doesn't support the corestream files.
I would really appreciate if someone could help me, I also uploaded example files
https://drive.google.com/file/d/1umk9pn ... sp=sharing
https://drive.google.com/file/d/1a3M7Yy ... sp=sharing
.core and .corestream files from Until Dawn (PS4)
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Re: .core and .corestream files from Until Dawn (PS4)
Already exists a script for decompressing the .core files:
http://aluigi.org/bms/killzone_83c110cb.bms
The decompressed file is an RTTIBin for which I guess you can find information on the Internet.
.corestream seems just an useless sequence of 64bit fields.
http://aluigi.org/bms/killzone_83c110cb.bms
The decompressed file is an RTTIBin for which I guess you can find information on the Internet.
.corestream seems just an useless sequence of 64bit fields.
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Re: .core and .corestream files from Until Dawn (PS4)
Tried to interact with decompressed Until Dawn .core-files - this is what I managed to make out.
At the moment it should extract each asset with its identifier as filename and put it inside a folder named after its type.
Checked ONLY with Until Dawn - I'm not sure if it'll work with other games.
At the moment it should extract each asset with its identifier as filename and put it inside a folder named after its type.
Checked ONLY with Until Dawn - I'm not sure if it'll work with other games.
Code: Select all
idstring "RTTIBin"
getdstring VER 0x9
get UNK2 long
get UNK2 long
get UNK2 long
get NUM_OF_ASSETS long
get TYPES long
for i = 0 < TYPES
get TYPELENGTH long
getdstring TYPE TYPELENGTH
getdstring TYPE_DEFINER_OR_SMTH 0x10
print %TYPE% # prints out all the types existing inside an archive - if you don't need it, remove this line
putarray 0 i TYPE
next i
get NUM_OF_ASSETS2 long
math PREVTYPEID = 0
math NUMBER = 0
for i = 0 < NUM_OF_ASSETS2
get TYPEID long
if TYPEID = PREVTYPEID
math NUMBER += 1
else
putarray 1 PREVTYPEID NUMBER
math PREVTYPEID = TYPEID
math NUMBER = 1
endif
next i
putarray 1 TYPEID NUMBER
get NUM_OF_EXISTING_ASSETS long
math DATAOFF = NUM_OF_ASSETS
math DATAOFF *= 0x14
savepos CUROFF
math DATAOFF += CUROFF
for i = 0 < TYPES
getarray TYPE 0 i
getarray NUMBER 1 i
for k = 0 < NUMBER
get IDKHOWTOUSEIT1 longlong
get IDKHOWTOUSEIT2 longlong
get ASSETSIZE long
savepos ASSETOFF
string KINDA_NAME p "%s/%08x%08x" TYPE IDKHOWTOUSEIT2 IDKHOWTOUSEIT1
goto DATAOFF
if TYPE = "LocalizedText" || TYPE = "CommunicationMessageEventSound" # if you want to extract ALL the assets, remove this "if/endif"
log KINDA_NAME DATAOFF ASSETSIZE
endif
math DATAOFF += ASSETSIZE
goto ASSETOFF
next k
next i
Last edited by fignyafsyakaya on Thu Apr 07, 2022 2:36 am, edited 1 time in total.
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Re: .core and .corestream files from Until Dawn (PS4)
Also, I tried to print out the stuff represented in the output folders using these bms-scripts - something worked, but with mixed success.