Page 1 of 4
Ridge Racer Unbounded Compressed files.
Posted: Sat Mar 24, 2012 10:12 pm
by OrangeC
Seems the new ridge racer game uses an ultra compression technique that when you remove the 360 padding the actual game size is 1gb. They must of used some sort of compression scheme because i cannot even recognize anything in the bigfiles.
sample
* snip *
Re: Ridge Racer Unbounded Compressed files.
Posted: Wed Mar 28, 2012 7:51 pm
by marlborox
could be zlib compression as offzip (
http://aluigi.altervista.org/mytoolz/offzip.zip) seemed to find something
Re: Ridge Racer Unbounded Compressed files.
Posted: Wed Mar 28, 2012 10:20 pm
by OrangeC
Doiesn't look like zlib.
I gues we will have to wait for the pc/ps3 version to find out if its the same compression. Man why does namco do that?
Re: Ridge Racer Unbounded Compressed files.
Posted: Fri Mar 30, 2012 10:14 am
by RVR72GV
Could be zlib compression since the track editor crashes with zlib error (incorrect header check) in the PC version.
Re: Ridge Racer Unbounded Compressed files.
Posted: Fri Mar 30, 2012 6:29 pm
by Gh0stBlade
PC Version is using Zlib. Is the window bits value different?
Re: Ridge Racer Unbounded Compressed files.
Posted: Fri Mar 30, 2012 6:36 pm
by Gruselgurke
I tried to open it using zlib but had no success. Could you extract it C00L12345?
Re: Ridge Racer Unbounded Compressed files.
Posted: Fri Mar 30, 2012 7:50 pm
by Ekey
Algo 006CEE40
Code: Select all
sub_6CEE40 proc near
arg_0 = dword ptr 8
arg_4 = dword ptr 0Ch
anonymous_0 = dword ptr 10h
push ebp
mov ebp, esp
mov ecx, [ebp+arg_0]
push esi
mov esi, [ebp+anonymous_0]
dec esi
xor eax, eax
push edi
test esi, esi
jle short sz_End
push ebx
sz_Loop:
mov edx, [ecx+eax*4+4]
mov edi, edx
mov ebx, edx
shr edi, 5
shl ebx, 4
xor edi, ebx
mov ebx, [ebp+arg_4]
add edi, edx
mov edx, eax
xor edx, 0FFFFFFFEh
and edx, 3
mov edx, [ebx+edx*4]
sub edx, 61C88647h
xor edi, edx
sub [ecx+eax*4], edi
inc eax
cmp eax, esi
jl short sz_Loop
pop ebx
sz_End:
mov eax, [ecx]
mov edx, eax
mov edi, eax
shr edx, 5
shl edi, 4
xor edx, edi
mov edi, [ebp+arg_4]
add edx, eax
mov eax, esi
xor eax, 0FFFFFFFEh
and eax, 3
mov eax, [edi+eax*4]
sub eax, 61C88647h
xor edx, eax
sub [ecx+esi*4], edx
pop edi
pop esi
pop ebp
retn
sub_6CEE40 endp
PseudoCode
Code: Select all
int __cdecl sub_6CEE40(int a1, int a2, int a3)
{
int v3; // esi@1
int i; // eax@1
int result; // eax@3
v3 = a3 - 1;
for ( i = 0; i < v3; ++i )
*(_DWORD *)(a1 + 4 * i) -= (*(_DWORD *)(a2 + 4 * (((unsigned __int8)i ^ 0xFE) & 3)) - 1640531527) ^ (*(_DWORD *)(a1 + 4 * i + 4) + (16 * *(_DWORD *)(a1 + 4 * i + 4) ^ (*(_DWORD *)(a1 + 4 * i + 4) >> 5)));
result = *(_DWORD *)(a2 + 4 * (((unsigned __int8)v3 ^ 0xFE) & 3)) - 1640531527;
*(_DWORD *)(a1 + 4 * v3) -= result ^ (*(_DWORD *)a1 + (16 * *(_DWORD *)a1 ^ (*(_DWORD *)a1 >> 5)));
return result;
}
Example on
01___unbounded___ archive
Loaded Header
after 006CEE40 Header
BFS1 - seems archives used in FlatOut 2 ?
Anyway binaries and example archives
here
Re: Ridge Racer Unbounded Compressed files.
Posted: Fri Mar 30, 2012 8:14 pm
by Gruselgurke
Yes that should be the archive type from Flatout:
viewtopic.php?p=9533#p9533
So were you able to unpack it? Sorry for that noobish question, I really have a very limited knowledge about this stuff
I wouldn't know what to do with the stuff you posted :s
Re: Ridge Racer Unbounded Compressed files.
Posted: Fri Mar 30, 2012 8:14 pm
by OrangeC
I hope someone cracks this!
Re: Ridge Racer Unbounded Compressed files.
Posted: Sun Apr 01, 2012 12:43 am
by OrangeC
How can we use that code?
Re: Ridge Racer Unbounded Compressed files.
Posted: Sun Apr 01, 2012 12:51 am
by 360AMC
Gonna be great when the PC files get cracked. Want to make it so every street has traffic.
Re: Ridge Racer Unbounded Compressed files.
Posted: Sun Apr 01, 2012 9:12 pm
by XpoZed
Well i was able to build a 1/2 module for Unpakke for that game.
So far i can successfully unpack "00__ridge_racer__" (full of XML's) and "02____update_____" (where the localization files are). The last "01___unbounded___" archive has something strange in the structure that i didn't figure yet but... stay tuned i guess...?
The "BFS1" format is key encrypted (custom encryption as much as i am familiar with cryptography...).
The structure is key encrypted also, with algo similar to the file one, but this time it's executed in 6 rounds.
The file names and file path of every entry is obfuscated a little and... hash table encrypted.
Finally, the file entries are simply ZIP-ed.
Those guys really don't want no one to pick with the game res...
Here's the file structure of "02____update_____" (just to prove my words):
Code: Select all
АДДДdata
ГДДДart
і АДДДbase
і ГДДДarea
і і ГДДДboroughs
і і і ГДДДarea
і і і і ГДДДhighway
і і і і і АДДДblock
і і і і і collateral1.dpdc
і і і і і driving1.dpdc
і і і і і driving3.dpdc
і і і і і driving4.dpdc
і і і і і driving5.dpdc
і і і і і driving6.dpdc
і і і і і driving7.dpdc
і і і і і driving8.dpdc
і і і і і transition2.dpdc
і і і і і transition3.dpdc
і і і і і transition4.dpdc
і і і і і transition4b.dpdc
і і і і і transition5.dpdc
і і і і і
і і і і ГДДДport
і і і і і АДДДblock
і і і і і driving1b.dpdc
і і і і і driving1c.dpdc
і і і і і empty3.dpdc
і і і і і target1.dpdc
і і і і і target2.dpdc
і і і і і target3.dpdc
і і і і і target4.dpdc
і і і і і tmp_car_driving7.dpdc
і і і і і
і і і і АДДДwarehouses
і і і і АДДДblock
і і і і collateral1.dpdc
і і і і collateral2.dpdc
і і і і driving1b.dpdc
і і і і shortcut1.dpdc
і і і і shortcut2.dpdc
і і і і shortcut3.dpdc
і і і і shortcut4.dpdc
і і і і shortcut5.dpdc
і і і і shortcut6.dpdc
і і і і
і і і АДДДblock
і і і advanced_objects_block.dpdc
і і і collateral1.dpdc
і і і collateral2.dpdc
і і і empty2.dpdc
і і і offgrid2.dpdc
і і і offgrid3.dpdc
і і і shortcut4.dpdc
і і і shortcut6.dpdc
і і і shortcut7.dpdc
і і і shortcut8.dpdc
і і і
і і АДДДdowntown
і і ГДДДarea
і і і ГДДДcommercial
і і і і АДДДblock
і і і і driving1.dpdc
і і і і driving1b.dpdc
і і і і driving2.dpdc
і і і і driving3.dpdc
і і і і driving3b.dpdc
і і і і driving3c.dpdc
і і і і driving4.dpdc
і і і і driving5.dpdc
і і і і driving6.dpdc
і і і і shortcut1.dpdc
і і і і shortcut2.dpdc
і і і і shortcut3.dpdc
і і і і shortcut4.dpdc
і і і і shortcut5.dpdc
і і і і
і і і ГДДДconstruction
і і і і АДДДblock
і і і і driving1.dpdc
і і і і driving1b.dpdc
і і і і driving2.dpdc
і і і і driving3.dpdc
і і і і driving4.dpdc
і і і і
і і і АДДДunderground
і і і АДДДblock
і і і driving1.dpdc
і і і driving1b.dpdc
і і і driving2.dpdc
і і і driving2b.dpdc
і і і driving3.dpdc
і і і driving4.dpdc
і і і
і і АДДДblock
і і collateral1b.dpdc
і і driving1.dpdc
і і driving10.dpdc
і і driving11.dpdc
і і driving11b.dpdc
і і driving1b.dpdc
і і driving2.dpdc
і і driving3.dpdc
і і driving4.dpdc
і і driving5.dpdc
і і driving6.dpdc
і і driving7.dpdc
і і driving8.dpdc
і і driving9.dpdc
і і empty1.dpdc
і і offgrid1b.dpdc
і і offgrid1c.dpdc
і і offgrid3.dpdc
і і shortcut1.dpdc
і і shortcut2.dpdc
і і shortcut3.dpdc
і і shortcut4.dpdc
і і shortcut5.dpdc
і і shortcut6.dpdc
і і tmp_car_driving11b.dpdc
і і tmp_car_shortcut2.dpdc
і і
і АДДДblock
і filler_boroughs1.dpdc
і filler_boroughs2.dpdc
і filler_downtown1.dpdc
і filler_downtown2.dpdc
і filler_downtown3.dpdc
і filler_port1.dpdc
і filler_warehouses1.dpdc
і
ГДДДeditor
і АДДДshatterbay
і АДДДdistrict13
і d13_level2.bin
і
ГДДДgameflow
і gameflow.bsm
і
ГДДДlocalization
і language0.dat
і language100.dat
і language3.dat
і language5.dat
і language8.dat
і
АДДДmenu
ГДДДhud_as3
і hud_base_i16.dds
і hud_base_i3.dds
і
ГДДДingame
і advancedmodeoptions_i1.dds
і ingameoptions_i1.dds
і pause_i1.dds
і
ГДДДoverlay
і menuoverlay_i29.dds
і menuoverlay_i2e.dds
і menuoverlay_i5f.dds
і profileoverlay_i1.dds
і profileoverlay_i13.dds
і
АДДДtextures
АДДДmain
АДДДlegal
disclaimer0_pc.bmap
disclaimer2_pc.bmap
disclaimer4_pc.bmap
disclaimer7_pc.bmap
(Sorry for the "АДДД" crap, but that how Windows tree.exe dump the table
)
Re: Ridge Racer Unbounded Compressed files.
Posted: Sun Apr 01, 2012 9:27 pm
by OrangeC
Interesting!
hope to see more progress!
Re: Ridge Racer Unbounded Compressed files.
Posted: Mon Apr 02, 2012 1:08 am
by Gruselgurke
Awesome
Well I looked into the .exe with Ollydgb and it seems like the game includes a hell lot of source code (according to the filenames). Maybe thats why they don't want that file to openend so easily.
Re: Ridge Racer Unbounded Compressed files.
Posted: Mon Apr 02, 2012 2:29 am
by 360AMC
Something tells me this game runs on the same engine as Flatout 2 and Flatout Ultimate Carnage. Most likely a tweaked version of UC's engine.