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garbro's Issues

Could you please support ARC(2.0),PNA/Will repacking?

First of all, Sorry to bother you again...

Actually, Extraction is works well with new willplus games.
Thank you very much! >_<

but,
it seems to doesn't working with repacking this... T_T

So, If you have plan to update this,
Could you please add ARC(2.0)/Will And PNA/Will format converting mode?

Thank you for reading >_<

New type of QLiE(maybe?) engine

甘夏アドゥレセンス trial using new type of engine.

and... it seems like QLiE engine.

Could you please look into this engine?

Crash in Windows 10 Creators Update

The application crashes at startup after splashscreen in Creators Update for Windows 10.
Possibly 'Access Violation', tried running admin and from different locations, same result.

Windows version: 1703
OS Build: 15063.13

Can't extract KARAKARA

I have selected KARAKARA when opening archive, but all extracted files are corrupted.

Is encryption key changed? I know a little assembly, if you tell me how to maybe i can find it by myself

Can't open .pak from Kaigen's Ambition

I'm not sure if Kaigen's Ambition is included in the Hanachirasu behind the .pak row in the supported games list, but I'm not sure where else to ask.
I assign the file type of the 'sound.pak' to audio, then double click/enter, but nothing happens, not even an error.
If I attempt to Extract it I get the error "sound.pak: file could not be opened as resource archive".
The game is an English translated version by the way, if that means anything.

Can't make archive / read archive when using .zip version

Hello, I'm having a problem with the zipped version of your release. I can use the version that installs using an exe just fine, but when I used the zipped version essential features do not work.

  • Create Archive (F3), the "Archive format" dropdown is empty. I can't select a format.
  • Opening an archive (I've tried both .npk and .xp3) gives "file could not be opened as resource archive"
  • I can open these archives when the version installed with the .exe is used.

I've tested the last 3 versions on releases and they all exhibit this behavior.

Environment details:
OS: Windows 10
.NET Framework Installations: 4.5, 4.5.1, 4.6
Versions tested: 1.3.24, 1.3.23, 1.3.22 (doesn't have an .exe version)

question about CatSystem2 key

"installed folder"\config\startup.xml
have vcode string.

Is vcode correct key on CatSystem2?
http://imgur.com/a/L2n8s
Hyper→Highspeed→Genius
WM-UR72BYNF

ウィッチズガーデン
WM-JFIGH0Q8

カミカゼ☆エクスプローラー!
CL-AS4F4PT0

I'm not sure that it is right, cause so different file name.
Imgur

Help, please add support files .cpz - Purple Software(パープルソフトウェア)

Please support archive .cpz
extract archives cg :(

archive .cpz
images .pb3

CMVS

Extract Games
-Hapymaher
-Hapymaher -Fragmentation Dream
-Chrono Clock

Info Game:

https://vndb.org/p132
http://www.purplesoftware.jp/main.php

I need help please
there is no extract tool cg

Thank you
I'll be waiting... :)

let me know if you need the game files

Thank you

Please

more information tools:
http://blog.sina.com.cn/s/blog_5e29812f0100r8ku.html

Some info regarding Kourin no Machi, Lavender no Shoujo

Hi! I was pointed to this repo by @rr- after requesting support for this game in arc_unpacker. @rr- suggested I should share the following findings with you in order to help speed up the process:

  1. The entry point to the whole thing seems to be located at lavender.tpm+0xE70. Specifically, it can be reached by analyzing references to zlib's uncompress function, and comparing it to kirikiri source code by tracking down usages of TVPXP3ArchiveExtractionFilter upwards.
  2. I also noticed the game executes code from dynamically allocated regions, which probably means that it uses dynamic assembly like CXDEC did. Also, it too uses "encryption control block" as well as two constants in form of (x & A) + B, all looking familiar to CXDEC, but don't let it fool you - later it does everything differently, and I think it starts with compiling repeatedly mini-functions that serve as LCGs at a later time.
  3. To prove without doubt that it's not CXDEC, there's not even one mention of 0x41C64E6D, which served an essential role in the CXDEC as a part of its RNG.

It's all way beyond my own technical comprehension, but I hope that helped! Thank you for your work!

Overlay ERISA/Entis images

In [SYRUP] [140131] 町ぐるみの罠~ 白濁にまみれた優理~ I stumbled across a kind of ERI images that our decoders are not capable of decoding - seemingly, not even ERISA library examples from 200x can decode it properly. After decoding, they look like this:

Inverted colors
evet92

Downright glitches
evet93

Points of interest

  • The game .exe is unprotected, thankfully

  • Most of the images work normally, problems are only with some specific images

  • There are references to other images in Header/descript field, which is of following form:

    #hot-spot
    0,0
    #resolution
    0
    #reference-file
    evom09hf.eri
    

    The line endings are \r\n. Not sure if #hot-spot refers to coordinate where to put the overlay.

    Suspicion: perhaps this kind of comment is used only by this game specifically, and is not a part of ERISA library? Unfortunately I can't either deny or confirm this suspicion because the only other game I know that uses ERISA is Sakura Musubi from 2008, which doesn't even use .noa archives except for scripts.

  • At some point, lossless decoder uses color transformations. Technically there are 16 possible color transformations, but all of the images so far used only some of them, and we implemented only those used. I thought the new images might use those unimplemented transformations, however, I quickly ruled this out - I verified that no new color transformations are used.

  • Sometimes the actual bit depth doesn't match the one declared in the header. Besides that, header doesn't show anything suspicious (all values stay in the same range as in correctly decoded images, including version/architecture/transformation values).

I'll try to support them in my arc_unpacker but if you nailed it faster, it'd be great :)

BGI ARC repack support?

will you add bgi arc repack / creation support...?
i always use AE but its not updated anymore...

Cannot open .npk files

Hi, I recently tried to use this program to open the npk files located in Sonicomi's game directory, however, I receive an error saying "File could not be opened as resource archive" despite the program supporting npk files in the list. Am I doing something wrong?

Can't open Majiro v0003 / decrypt .rct

Can't open .arc from Chuablesoft (i.e. Noblesse of Rouge), and after figuring out with arc_unpacker, weren't able to find any key in start.mjo (after manually feeding it to the "FindImageKey" function and trying around a bit)

Compilation problems

There are a few issues with compiling the project:

  • The references aren't fetched automatically by NuGet and one needs to move .dll from binary distribution to respective folders in packages/.
  • In case of two dependencies, the project refers to D:\Program Files\ rather than packages/, so the trick above can't work and one needs to edit .csproj...
  • After manually fixing the dependencies, the compiler complains about missing resources:
    • Could not find file "GARbro\ArcFormats\Resources\ShiinaRio4.jpg"

I don't know if there are any other problems since I can't get pass the last problem.

MSVS version: Microsoft Visual Studio Community 2015 14.0.23107.0.D14REL
.NET version: 4.6.00081

key file-->start.mjo ---> (Majiro)--You could implement this option (GARbro)

I have found key file --> start.mjo (in the File-->scenario.arc)
This file contains the keys to decrypt the files.

I found a tool that extracts files using (start.mjo).
could you please add that function to (GARbro).
incredibly serious, and that would support most games (Majiro).

-eh I tried to find the encryption key for use in (GARbro)
but not eh succeeded.

3

Could you implement an option to open this file to decrypt files?

tool used + screenshots

sorry for my bad English.

[SOLVED] Unable to open any archive - Unblocking "ArcFormats.dll" required

Solved. Unblocking "ArcFormats.dll" required.

Hi, I've installed GARbro 1.2.15 and was unable to open any archive files.
When attempting to open supported archive, it returns ": file could not be opened as resource archive".

Since I have limited games installed on my system, the only two games I tested was Symphonic Rain (HyPack) and Tokyo Necro (npk2). Both games failed to extract:
qq 20160412054700
qq 20160412054818
I can't tell if this is a file format issue or total failure at the moment, while another thing I've noticed is that the list is empty in "About Game Resource Browser":
qq 20160412054823

I'm running GARbro 1.2.15 on Windows 7 x64 (Simplified Chinese) with dotNet Framework 4.6.1.
Could you kindly look into the issue? Thanks!

TEST--Error open archive .aos-.cmp image

Hi

here again bother
sorry for the English....I can not speak well..
Thank you very much for everything you do ====GARbro :)

I would just like to look at pictures ===.cmp please

I find no program to see layer .cmp files

I hope you can solve this problem...thank you

thank you very much for creating GARbro

sorry but I have not much knowledge about some things....Thanks

:) :) :) :)

grp.aos not send the file is very large

sending samples
I hope you can help with anything
Thank you...GARbro :)
preview cmp error

more information in archive .zip
Link: http://www.mediafire.com/download/dh1onqil3qf91q2/Error+open+archive++.aos-.cmp+image.zip

Thank You

About Siglus engine pck

Siglus engine is next(?) generation of RealLive engine by Visual Arts.

GARbro support almost everything of Siglus engine,
Cause Siglus engine using same type.

but,
Unfortunately, Siglus engine using another ARCformat 'pck'.

If you have interesting about this,
could you please support this type?

example game made by Visual Arts like
Angel Beats-1stBeat
フローラル・フローラブ
etc..

Thank you for reading >_<

Simplified Chinese Locale (file enclosed)

Got it. Finally got pull request working.

My apologize in advance for opening up a issue for submitting translation, since I'm at a loss using Github and got riddled while figuring out the "PULL" and "fork" stuff...

I don't know if I've made it right by directly editing the resx files, but I've pasted the whole file here:
https://gist.github.com/tenyuhuang/8ee59400e0c5515ed429c87fa71d3e66

If you're in the mood of including Simplified Chinese Locale in the next version, feel free to use it. 😆
Thanks!

Glitches for certain CMP1 images

I reversed GRP file format used by Brightia by Cronus+Riddle Soft and I ended up with the same code as you did - simple LZSS prefixed with original+compressed sizes and magic number. The format it compresses, rather than something custom, is just simple BMP.

It works for about 99% pictures, however, I found 4 of them that were glitched:

http://tmp.sakuya.pl/f/broken_gcp.zip (Note that all of them are NSFW.)

Example how it looks like (again, NSFW):

http://tmp.sakuya.pl/f/a16i.png

These pictures unpack incorrectly in both GARbro and my program. Not sure if the pictures alone are sufficient, perhaps one needs whole Game.pac to fully analyze the problem - unfortunately it's too big to attach here, not to mention copyright issues.

My insights:

  • The glitches start in the middle of the image, meaning it indeed is compressed with LZSS.
  • To me this looks like there's one byte flipped in some way in random place. Analyzing Brightia's code revealed nothing of this sort, though.
  • Because of this, I thought it was PAC archive's implementation fault - there was one 32 bit integer I didn't understand what was for, but looking at your source code has shown it's just size of uncompressed file.
  • Perhaps checking what WESTSIDE has to say would shed some light.
  • Maybe it's a problem with my copy of the game, but I really doubt it.

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