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Resident Evil 7 demo PAK file

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zzz
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Resident Evil 7 demo PAK file

Post by zzz »

The free RE7 demo has been released for PC.

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http://store.steampowered.com/app/530620/
Its data is contained in a single 3 gig PAK file. It runs on a new in-house engine. For the hell of it I tried Street Fighter's UE4 pak file unpacker but as expected it failed.
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Re: Resident Evil 7 demo PAK file

Post by Kein »

What format RE6 used?
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Re: Resident Evil 7 demo PAK file

Post by emoose »

Furthest I've got so far:

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struct REPak_Header // 0x10 bytes
{
	uint32_t magic;
	uint32_t version; // ?
	uint32_t num_entries;
	uint32_t unk; // checksum?
};

struct REPak_Entry // 0x30 bytes
{
	uint64_t unk0; // data hash / filename hash / crypto key?
	uint64_t offset; // offset into the pak file
	uint64_t size;
	uint64_t unk18; // flags? 0x1EA0 for most files
	uint64_t unk20; // more flags? 0x1 for most files
	uint64_t unk28; // data hash / filename hash / crypto key?
};
Not very far I know, seems they're protecting the demo with Denuvo to make RE even harder :( Maybe that could mean there's some goodies in here somewhere though.

Looks like file data is compressed/encrypted too, also can't see any filenames in there, could be using a filename-hash system like Fox Engine does?

EDIT: Saw some strings mentioning the saves using blowfish encryption, perhaps the package does too.
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Re: Resident Evil 7 demo PAK file

Post by Ekey »

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struct PAKheader
{
   uint32_t dwID; // KPKA
   uint32_t dwVersion; // 4
   uint32_t dwTotalFiles;
   uint32_t dwUnknown0; //???
};

struct PAKEntry
{
   uint32_t dwLowerHash; // Hash of filename in Lowercase
   uint32_t dwUpperHash; // Hash of filename in Uppercase
   uint64_t dwOffset;
   uint64_t dwZSize; // Compressed size
   uint64_t dwSize; // Uncompressed size
   uint64_t dwFlag; // 1 - if compressed / 0 - uncompressed
   uint32_t dwUnknown2; //???
   uint32_t dwUnknown3; //???
};
Compression is Zlib (Deflate)
Last edited by Ekey on Fri Dec 30, 2016 12:48 am, edited 5 times in total.
zzz
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Re: Resident Evil 7 demo PAK file

Post by zzz »

Kein wrote:What format RE6 used?
It used ARC files for the MT-Framework engine.
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Re: Resident Evil 7 demo PAK file

Post by Gh0stBlade »

zzz wrote:
Kein wrote:What format RE6 used?
It used ARC files for the MT-Framework engine.
For most of the game assets, yes. Except this archive format for RE7 is an altered version of the PAK format used for shaders (in RE5/6) I believe. Though encrypted and/or compressed for RE7.

Cheers.
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Re: Resident Evil 7 demo PAK file

Post by Ekey »

Simpe script for unpack

Edited: See below
Last edited by Ekey on Fri Dec 30, 2016 3:27 am, edited 5 times in total.
blizdi
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Re: Resident Evil 7 demo PAK file

Post by blizdi »

Do we know how long it will take before the unpacked files are going to be usable/viewable? I assume they don't work like RE6's files lol
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Re: Resident Evil 7 demo PAK file

Post by Kein »

Aren't they encrypted?
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Re: Resident Evil 7 demo PAK file

Post by Gh0stBlade »

Kein wrote:Aren't they encrypted?
No.
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Re: Resident Evil 7 demo PAK file

Post by Kein »

Okay, so I suppose some people will tweak existing tools for RE6 to be able to process RE7 data.
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Re: Resident Evil 7 demo PAK file

Post by Gh0stBlade »

Kein wrote:Okay, so I suppose some people will tweak existing tools for RE6 to be able to process RE7 data.
No, all formats I've seen so far, except the texture format has been altered.
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Re: Resident Evil 7 demo PAK file

Post by Kein »

Gh0stBlade wrote:
Kein wrote:Okay, so I suppose some people will tweak existing tools for RE6 to be able to process RE7 data.
No, all formats I've seen so far, except the texture format has been altered.
Texture format was altered too at least ARCtool does not work anymore with it
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Re: Resident Evil 7 demo PAK file

Post by Ekey »

Well, i'm found algorithm. First and second fileds in entry this is hash'es of file name in lowercase and uppercase. To be continue :)
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Re: Resident Evil 7 demo PAK file

Post by Ekey »

Here we go. Script updated, names included (~2000 unknown names at this moment). Have fun :)
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