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Re: Ace Combat 7 - key to open .pak

Posted: Tue Mar 19, 2019 2:00 pm
by OrangeC
How do you get the key 68747470733a2f2f616365372e616365636f6d6261742e6a702f737065636961 working with the script? i tried it but it doesn't extrac anything.

Re: Ace Combat 7 - key to open .pak

Posted: Wed Mar 20, 2019 2:17 am
by GHFear
OrangeC wrote: Tue Mar 19, 2019 2:00 pm How do you get the key 68747470733a2f2f616365372e616365636f6d6261742e6a702f737065636961 working with the script? i tried it but it doesn't extrac anything.
try 0x68747470733a2f2f616365372e616365636f6d6261742e6a702f737065636961

Re: Ace Combat 7 - key to open .pak

Posted: Thu Mar 21, 2019 12:16 am
by sovereign73811
Update on my last post: I am an idiot. The rest of the BGM files are in another .pak. For some reason I thought QBMS was pulling files from all the other .paks but it was not. Must have been half asleep when I was trying that. Also, yes the pck/bnk files are perfectly fine. I just needed to use a tool whose name includes a tasty Italian food.

Re: Ace Combat 7 - key to open .pak

Posted: Thu Mar 21, 2019 9:33 am
by Andersson799
Does anyone knows where are the map specific BGM files located? I tried to extract "bgm.pck", "game_se.pck", and "bgm_chunk1.pck" but i can't seem to find the BGM files for each map. I was using "Wwise-Unpacker-1.0.2" to extract it btw.

Re: Ace Combat 7 - key to open .pak

Posted: Sun Mar 31, 2019 8:36 am
by Apollo
I looked at the uasset/uexp files too, they are clearly extracted at the right size so there is no compression on them but actual data is entirely ciphered as actual textural data has no zeroes along data (except header fields) which is typically the case and decoded texture data is total garbage thus cipher is all over than just header edit, now what the cipher method is... :?