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NieR Replicant ver.1.22 .arc
- vvampii
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Re: NieR Replicant ver.1.22 .arc
doing nothing good at deviantart
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- ultra-n00b
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Re: NieR Replicant ver.1.22 .arc
Currently working on reversing meshes, but fresh eyes can always help! Here's the templates we've been working on:
https://github.com/WoefulWolf/replicant ... templates/
and like rotteneyed mentioned, we work from the NieR:Modding Discord server.
- DaniKH
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Re: NieR Replicant ver.1.22 .arc
Currently working on reversing meshes, but fresh eyes can always help! Here's the templates we've been working on:
https://github.com/WoefulWolf/replicant ... templates/
and like rotteneyed mentioned, we work from the NieR:Modding Discord server.
[/quote]
Wheres that Discord Server?? Im iterested
https://github.com/WoefulWolf/replicant ... templates/
and like rotteneyed mentioned, we work from the NieR:Modding Discord server.
[/quote]
Wheres that Discord Server?? Im iterested
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- ultra-n00b
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Re: NieR Replicant ver.1.22 .arc
I hope Discord server invite links aren't against the rules: https://discord.gg/QBZZZvTeRa
- LinkOFF
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Re: NieR Replicant ver.1.22 .arc
My updated suggestion about table in info.arc:
4 - unknown (grow up with each cycle)
4 - name offset
4 - offset*16
4 - compressed chunk length
4 - uncompressed length
4 - if > 0 uncompressed data length, previuos value is PACK header length (with all information besides data)
1 - arc index (0 - lang1.arc, 1 - lang2.arc, 2 - common.arc, 3 - param.arc, 4 - init.arc, 5 - stream.arc)
1 - flag (compression 0 or 1; common.arc compressed exactly like info.arc and always have flag 0)
2 - padding (40 40)
Anyone have any idea what the first value is?
4 - unknown (grow up with each cycle)
4 - name offset
4 - offset*16
4 - compressed chunk length
4 - uncompressed length
4 - if > 0 uncompressed data length, previuos value is PACK header length (with all information besides data)
1 - arc index (0 - lang1.arc, 1 - lang2.arc, 2 - common.arc, 3 - param.arc, 4 - init.arc, 5 - stream.arc)
1 - flag (compression 0 or 1; common.arc compressed exactly like info.arc and always have flag 0)
2 - padding (40 40)
Anyone have any idea what the first value is?
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Re: NieR Replicant ver.1.22 .arc
Something interesting, game seems to try loading a non-existent "directory.arc" file, the same code that loads info.arc (@ 1408EBAE0) also tries loading that too, wonder if it might be something for loading loose files outside of the main arcs.
Seems they use similar code for reading it as BXON like info.arc - in info.arc's case it checks for 0x276C7934 ID (probably hash of 'tpArchiveFileParam'), while directory.arc is looking for 0x1B7BB062, no idea what struct name that's meant to be though.
Procmon also shows it trying to load some loose bnk files too, I guess maybe movies could be replaced without needing repack, didn't see anything like it for sound files though sadly.
E:
E2: actually, you were right about the value increasing with every entry too, eg. the last entry has something like 0xFFFF85E2 as the value. Very strange, really can't explain that stuff about similar names still only increasing by 1. Maybe will need to look into info.arc loading code (nasty stuff tho ;_;)
Seems they use similar code for reading it as BXON like info.arc - in info.arc's case it checks for 0x276C7934 ID (probably hash of 'tpArchiveFileParam'), while directory.arc is looking for 0x1B7BB062, no idea what struct name that's meant to be though.
Procmon also shows it trying to load some loose bnk files too, I guess maybe movies could be replaced without needing repack, didn't see anything like it for sound files though sadly.
E:
My guess is hash, you can compare the value of that in entries with very similar filenames (eg. the first mot_dyw010/mot_dyw011 entries, or msh_spl_visivle003_1, msh_spl_visivle003_2, msh_spl_visivle003_3) the unknown value only increases by 1 on each, but it's much different when entry names aren't similar, maybe gives a clue about the hasher they use.
E2: actually, you were right about the value increasing with every entry too, eg. the last entry has something like 0xFFFF85E2 as the value. Very strange, really can't explain that stuff about similar names still only increasing by 1. Maybe will need to look into info.arc loading code (nasty stuff tho ;_;)
Last edited by infogram on Thu Apr 29, 2021 1:25 am, edited 5 times in total.
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Re: NieR Replicant ver.1.22 .arc
Has anyone figured out which file the game texts are in?
I extract all the files using the emil.exe tool, but I have not found anything like Lang, Language, Localization, etc.
The lang_en directory has 1kb files.
I extract all the files using the emil.exe tool, but I have not found anything like Lang, Language, Localization, etc.
The lang_en directory has 1kb files.
- LinkOFF
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Re: NieR Replicant ver.1.22 .arc
param\snow\text if you use my tool on previous page.rhadamants wrote: ↑Tue Apr 27, 2021 8:56 pm Has anyone figured out which file the game texts are in?
I extract all the files using the emil.exe tool, but I have not found anything like Lang, Language, Localization, etc.
The lang_en directory has 1kb files.
Last edited by LinkOFF on Tue Apr 27, 2021 10:35 pm, edited 1 time in total.
- LinkOFF
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Re: NieR Replicant ver.1.22 .arc
I tried to reimport modified data but game wont start if compressed chunk changes even by one byte (i added it to lang1.arc). But It works with original compressed chunks. I tried to rewrite offset and size in info.arc.infogram wrote: ↑Tue Apr 27, 2021 8:18 pm My guess is hash, you can compare the value of that in entries with very similar filenames (eg. the first mot_dyw010/mot_dyw011 entries, or msh_spl_visivle003_1, msh_spl_visivle003_2, msh_spl_visivle003_3) the unknown value only increases by 1 on each, but it's much different when entry names aren't similar, maybe gives a clue about the hasher they use.
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Re: NieR Replicant ver.1.22 .arc
It's appear to be in the same format as the PS3 version.LinkOFF wrote: ↑Tue Apr 27, 2021 9:14 pmparam\snow\text if you use my tool on previous page.rhadamants wrote: ↑Tue Apr 27, 2021 8:56 pm Has anyone figured out which file the game texts are in?
I extract all the files using the emil.exe tool, but I have not found anything like Lang, Language, Localization, etc.
The lang_en directory has 1kb files.
Is there any parse for these texts?
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- ultra-n00b
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Re: NieR Replicant ver.1.22 .arc
Can you upload a sample file?rhadamants wrote: ↑Wed Apr 28, 2021 5:19 am It's appear to be in the same format as the PS3 version.
Is there any parse for these texts?
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Re: NieR Replicant ver.1.22 .arc
Petra on the discord found a way to load up loose files without needing to repack to arc, maybe pointless to repost since anyone interested is probably on there already, but is always good to keep info stored somewhere searchable outside of discord though:
Would be nice if there was a way to let the game load *.arc but override with loose files if they exist, so full arc extracting wouldn't be needed. I've done something like that with UE4 on the past, probably no chance I could figure that with this Denuvo-mess of an EXE though
Maybe it'd be interesting to see if load times change at all with this?
Sounds like game checks for "..\build_assets\rom\pc\" folder, if it exists then it'll load files from there instead of from *.arc.Loading (pseudo) loose files for NieR Replicant ver.1.22474487139
Requirement:
https://github.com/yretenai/kaine/releases (emil.exe specifically)
-Extract all .arc files using emil.exe to a temp destination of your choice. You should end up with a folder that contains 15 folders and a single .bxon file. (maybe more if you unpack DLC)
-Copy the contents of \steamapps\common\NieR Replicant ver.1.22474487139\data\sound TO <<your temp extracted path>>\sound
-Remove the .xap file extension for all extracted files. Do not do what I did and do each one-by-one manually.
Batch remove all .xap file extensions
-Windows command prompt in the folder that contains the 15 folders you extracted and run the following command and grab lunch/coffee/whatever. Will take a good 20-30 min. Maybe @Yretenai can add a flag to ignore file extensions on export if the idea pans out?
forfiles /S /M *.xap /C "cmd /c rename @file @fname"
-Create the following folder structure on the same drive Nier Replicant is installed:
<<Steam Install>>
-steamapps
-common
-build_assets
-rom
-pc
-Copy/Paste/Cut the 15 folder and single .bxon folder into the pc folder created above
-Rename your current \steamapps\common\NieR Replicant ver.1.22474487139\data folder to anything other than data
-Launch the game via Steam as per usual.
YMMV, but my experience has been no different playing this way thus far.
Edit 1: Currently getting a black screen in intro and cut-scenes. Likely a missed or additional export/extract and will look into tomorrow. Audio files needed some additional work so these needing that as well would not be surprising.
Edit 2: Confirmed \data\movie\*.arc did not extract .
Workaround - copy contents of NieR Replicant ver.1.22474487139\data\movie TO \steamapps\common\build_assets\rom\pc\movie
Would be nice if there was a way to let the game load *.arc but override with loose files if they exist, so full arc extracting wouldn't be needed. I've done something like that with UE4 on the past, probably no chance I could figure that with this Denuvo-mess of an EXE though
Maybe it'd be interesting to see if load times change at all with this?
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Re: NieR Replicant ver.1.22 .arc
Nier_Replicant_BLJM60223.rarlehieugch68 wrote: ↑Wed Apr 28, 2021 8:33 pmCan you upload a sample file?rhadamants wrote: ↑Wed Apr 28, 2021 5:19 am It's appear to be in the same format as the PS3 version.
Is there any parse for these texts?
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- ultra-n00b
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Re: NieR Replicant ver.1.22 .arc
If I'm not mistaken, are these tab-delimited values (0x09) plain text files?rhadamants wrote: ↑Sun May 02, 2021 4:38 pmNier_Replicant_BLJM60223.rarlehieugch68 wrote: ↑Wed Apr 28, 2021 8:33 pmCan you upload a sample file?rhadamants wrote: ↑Wed Apr 28, 2021 5:19 am It's appear to be in the same format as the PS3 version.
Is there any parse for these texts?
Last edited by lehieugch68 on Mon May 03, 2021 9:33 am, edited 2 times in total.
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Re: NieR Replicant ver.1.22 .arc
It's ps3 jpn and en patch files.lehieugch68 wrote: ↑Wed Apr 28, 2021 8:33 pm
If I'm not mistaken, are these tab-delimited (0x09) plain text files?