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http://store.steampowered.com/app/530620/
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http://store.steampowered.com/app/530620/
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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?
};
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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; //???
};
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.zzz wrote:It used ARC files for the MT-Framework engine.Kein wrote:What format RE6 used?
No.Kein wrote:Aren't they encrypted?
No, all formats I've seen so far, except the texture format has been altered.Kein wrote:Okay, so I suppose some people will tweak existing tools for RE6 to be able to process RE7 data.
Texture format was altered too at least ARCtool does not work anymore with itGh0stBlade wrote:No, all formats I've seen so far, except the texture format has been altered.Kein wrote:Okay, so I suppose some people will tweak existing tools for RE6 to be able to process RE7 data.