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@rizdub Yes, all the PAKs (AND THE OBBs for Android) from the Exient XGS engine based games use a custom KPX header, its not encrypted (EXCEPT ONE ABT FILE), and you can extract (MOST of) them with xpk2.bms, PAKs from the CDN (https://cloudassets-a.akamaihd.net/apdrive/PROJECTNAME/PLATFORM_live/DATE_PAKNAME.pak [repeats for multiple] OR https://cloud.rovio.com/apdrive/1/apps/PROJECTNAME/assets?name=PAKNAME.pak [requiring an access token]) use zlib compressed, PAKs (ONLY ABT/FURBY), this is a useful log to show how the asset CDNs and PAK loading works: https://pastebin.com/scEkhZth, and file hashes+dates are also kept on the server. Certain game files in the PAKs are obfuscated, you can read and edit them, but forcing the game to load them afterwards forces it to crash when I tried so many times…
I’m guessing ABFriends uses identical encryption keys for BOTH the Flash and Mobile versions of the games, think about it, tournament levels are from the SAME CDN so each game uses the SAME KEY to load the encrypted levels from it so that proves my point, also regards cross compatible savedata (I think).
Back to Bad Piggies PC, you can RIP unencrypted savedata (as XMLs) from the game’s memory while its running but how to encrypt it (to use ingame) and figure out what is the decryption key for them (THEY ARE DIFFERENT FOR EACH FILETYPE/NAME ASIDES FROM THE BAKs) as I cannot find it in the game assembly (its private), maybe its possible to modify the save in the memory and force it to write. I also enabled the Developer Cheat Menu and the debugging utilities (isn’t much).
Now Bad Piggies (Android), I got the debugging utilities and the Developer Cheat Screen, and BOY THERE’S A LOT.
QuickBMS is for Mac platforms here: https://aluigi.altervista.org/papers/quickbms_macosx.zip.