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360 HDR/ARK File Structure (NOT DLC!!!!!)
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tma  





Joined: 03 May 2007
Posts: 1414
Location: Australia

PostPosted: Sat Jul 28, 2007 1:27 am    Post subject: Reply with quote

Oh of course, what I was looking at was variables in the header (I guess), not filenames and their data.

I'll need to get IDA before I can do much more.
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Burnination  





Joined: 17 Jul 2007
Posts: 25

PostPosted: Sat Jul 28, 2007 5:07 am    Post subject: Reply with quote

Yeah, although the variable "aArkHash" is referenced to later in the actual code which is where I have started.
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Burnination  





Joined: 17 Jul 2007
Posts: 25

PostPosted: Sun Jul 29, 2007 10:12 pm    Post subject: Reply with quote

Bump..alright I've been looking at this assembly for a couple of days now. It's all starting to make more sense, but I still don't know how or where the decryption occurs. It all seems pretty futile unless we can determine exactly where the decrypt happens :\
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tma  





Joined: 03 May 2007
Posts: 1414
Location: Australia

PostPosted: Sun Jul 29, 2007 11:41 pm    Post subject: Reply with quote

First thing to find would be where it references the main.hdr file. I'm guessing that the actual encryption/decryption is probably a standard Xbox 360 library, so the actual call to decrypt it will be outside this XEX code.

Assuming it's using the ARKHASH as the key, it must read this in, and take the filename, and call the decrypt routine with that info. It's just a matter of locating the code that references both of these.

At first glance ARKHASH might be a CRC for the ARK file, but you've already established that the ARK file is not consistency checked so it stands to reason that the ARKHASH probably has something to do with the encryption. The other possibility is it's for checked the consistency of the HDR file... if this is true, and it's nothing to do with the encryption, it adds another complication for trying to hack the game files, ie: the HDR file can't be modified. This probably isn't a big concern as we're only really interested in the file structure in the .ARK file at this stage.

If we can find where it calls the decrypter, then we'll need to hack out the library routines from the 360 and go from there. Fun.

Maybe we should hook up on MSN or something to discuss this further? Send me a PM if you're interested, although timezone differences might be tricky to work around (I'm in Australia, which is GMT/UTC+10).
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foogrrr  





Joined: 04 May 2007
Posts: 3

PostPosted: Mon Jul 30, 2007 4:14 pm    Post subject: Reply with quote

Burnination wrote:
Sorry for the quadruple post, but I have obtained the XEX keys! I have decrypted the XEX file and am in the process of analyzing it. I have found a couple of references to HDR/ARK so :p




Hi burnation,
Sorry to bother if you have already explained this, but i have decrypted the .XEX (executable) a while back in attempts to find a key for .hdr and haven't found any references to hdr/ark, only a session key and few other misc. info. could you possibly post where you found the references to .hdr/ark?

thanks
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tma  





Joined: 03 May 2007
Posts: 1414
Location: Australia

PostPosted: Mon Jul 30, 2007 10:33 pm    Post subject: Reply with quote

foogrrr wrote:
Burnination wrote:
Sorry for the quadruple post, but I have obtained the XEX keys! I have decrypted the XEX file and am in the process of analyzing it. I have found a couple of references to HDR/ARK so :p




Hi burnation,
Sorry to bother if you have already explained this, but i have decrypted the .XEX (executable) a while back in attempts to find a key for .hdr and haven't found any references to hdr/ark, only a session key and few other misc. info. could you possibly post where you found the references to .hdr/ark?

thanks


"gen/main.hdr" appears at 00037a10.

"ArkFile" appears at 00037b50.

"ArkHash" appears at 00037c90.

"gen/main_%i.ark" appears at 00039240.
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Burnination  





Joined: 17 Jul 2007
Posts: 25

PostPosted: Mon Jul 30, 2007 10:57 pm    Post subject: Reply with quote

Also, if you are looking at the assembly in IDA (using either TheSpecialists or robinsods IDC loader) the references are:

ArkHash: 8226F49C
ArkHash(2):8226F4A8

There are others (gen/main.hdr, etc etc) but I don't want to find them at the moment

EDIT:
Hey here is a video of my edited ark/art black song. its definitely not much..but hey. And don't diss my gh skills... :p
http://www.youtube.com/watch?v=HENsQBg-1gc
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katamakel  





Joined: 16 Jun 2006
Posts: 1467
Location: Stockholm, Sweden

PostPosted: Tue Jul 31, 2007 7:45 am    Post subject: Reply with quote

You really think they would hash 3 gigs worth of data?
If anything, they hash the .hdr..
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tma  





Joined: 03 May 2007
Posts: 1414
Location: Australia

PostPosted: Tue Jul 31, 2007 10:05 am    Post subject: Reply with quote

katamakel wrote:
You really think they would hash 3 gigs worth of data?
If anything, they hash the .hdr..


You're right, of course. (Showing my inexperience).
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Burnination  





Joined: 17 Jul 2007
Posts: 25

PostPosted: Thu Aug 02, 2007 10:44 pm    Post subject: Reply with quote

Bump.
Some interesting observations:
I got ahold of my friends gh2 disk and got the ark/hdr files off of it. For some reason, the ark of the ps2 version is 2.9gb and the 360 version's is only about 2.1gb? Also the 360 version has what seems to be random garbage at the front of it's ARK file while the ps2's starts right on arterial black..?
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LocalH  





Joined: 30 Oct 2006
Posts: 1400
Location: MiloHax

PostPosted: Fri Aug 03, 2007 4:45 am    Post subject: Reply with quote

PS2 uses .vgs which is essentially multi-track interleaved XAPCM which is either lossless or uncompressed, while 360 uses .mogg which is basically multitrack Ogg, which is of course a lossy compression, and thus creates smaller files. They can still get higher quality with many songs on the 360 because many of the bonus songs on PS2 are downsampled to 32KHz, and the main setlist songs are 44KHz, while I'd be surprised if all 74 of the 360 .mogg files were anything less than 48KHz.
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tma  





Joined: 03 May 2007
Posts: 1414
Location: Australia

PostPosted: Fri Aug 03, 2007 8:46 am    Post subject: Reply with quote

FYI.

Code:

./01-surrender.ogg:                           Ogg data, Vorbis audio, 5 channels, 32250 Hz, ~360000 bps, created by: Xiph.Org libVorbis I
./02-possum kingdom.ogg:                      Ogg data, Vorbis audio, 6 channels, 44100 Hz, ~480000 bps, created by: Xiph.Org libVorbis I
./03-heart shaped box.ogg:                    Ogg data, Vorbis audio, 6 channels, 44100 Hz, ~480000 bps, created by: Xiph.Org libVorbis I
./04-salvation.ogg:                           Ogg data, Vorbis audio, 6 channels, 44100 Hz, ~480000 bps, created by: Xiph.Org libVorbis I
./05-strutter.ogg:                            Ogg data, Vorbis audio, 4 channels, 44100 Hz, ~320000 bps, created by: Xiph.Org libVorbis I
./05a-strutter.ogg:                           Ogg data, Vorbis audio, 6 channels, 44100 Hz, ~480000 bps, created by: Xiph.Org libVorbis I
./06-shout at the devil.ogg:                  Ogg data, Vorbis audio, 5 channels, 32250 Hz, ~360000 bps, created by: Xiph.Org libVorbis I
./07-mother.ogg:                              Ogg data, Vorbis audio, 4 channels, 44100 Hz, ~320000 bps, created by: Xiph.Org libVorbis I


Code:

./output164.ogg:                    Ogg data, Vorbis audio, 4 channels, 44100 Hz, ~320002 bps, created by: Xiph.Org libVorbis I (1.0.1)
./output165.ogg:                    Ogg data, Vorbis audio, 4 channels, 44100 Hz, ~320002 bps, created by: Xiph.Org libVorbis I (1.0.1)
./output166.ogg:                    Ogg data, Vorbis audio, mono, 22050 Hz, ~40222 bps, created by: Xiph.Org libVorbis I
./output167.ogg:                    Ogg data, Vorbis audio, mono, 22050 Hz, ~40222 bps, created by: Xiph.Org libVorbis I
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Gorby  





Joined: 11 Aug 2007
Posts: 171

PostPosted: Sat Aug 11, 2007 2:42 pm    Post subject: Reply with quote

Would this be possible?

1. Create a custom .mid and .ogg file for song X that I like.
2. Make a new .ark file and replace the .mid and .mogg files of an original song with the two custom files by binary copy (new files must be smaller in bytes than the original ones) then pad the missing bytes with 0's or similar up to the original files size just to keep the same internal structure inside the .ark.
3. Burn all files to a DL disc and play.

Do the .ogg file has to be converted to a .mogg before insertion or can gh2 handle .ogg files also (I guess it will miss the other channels and crash)?

If this works then we could get custom songs into gh2 without changing the obfuscated .hdr file (as talked about here earlier). I'm aware of the issues with not being able to show the new song names, possible offset problems, custom song files cant be bigger in size than the original ones and so on, but I'm tempted to try it anyway.

Any suggestions or things that wouldn't make this work that I've missed ?
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Uchihazor  





Joined: 03 Aug 2007
Posts: 38

PostPosted: Sat Aug 11, 2007 5:26 pm    Post subject: Reply with quote

Erm, just a wonderment really. Any progress on this? Not had a post on here for a bit. I've been following 360 custom hacking for a while now and whilst I have no clue about half the stuff thats talked about, I remain hoping
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Burnination  





Joined: 17 Jul 2007
Posts: 25

PostPosted: Sat Aug 11, 2007 5:50 pm    Post subject: Reply with quote

I have made no progress since my last post due to summer band and work. (ugh).

To Gorby: It may work. You could try, but I'm thinking if it hasnt been done already, it may not be possible. but you never know. o and a .mogg file is the same as a .ogg file I believe. The mogg's in GH have 4 channels(?)
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