[Q] Gemini Rue - Help with OBB repacking and fingerprint check - Android Q&A, Help & Troubleshooting

Hello everyone!
A few years ago I did an unofficial translation for this game on PC.
Recently I bought a tablet and thought about porting my translation to Android since the game engine works pretty much in the same way.
But it seems that the game checks the OBB file fingerprint and doesn't allow any changes to it, so I'm opening this thread to ask for some help/guidance related to OBB file repacking and also the OBB check.
I know that the packing of OBB files must be done in ZIP format with no compression (store only), which I tried a few dozen times already, but it still doesn't work. Every time it erases the file and starts downloading a new copy. I also tried unpacking and repacking without any changes to the game's assets but unfortunately that doesn't work either since it also changes the file's fingerprint. I also tried using AntiLVL v1.4 but that also did not work. Using AntiLVL's APK I get stuck with a blank white screen when using a custom OBB file but still works with the original OBB.
I do own the game and my translation port is not intended to defeat any other check than the one involving the OBB file itself.
I would appreciate very much anyone's ideas and help to get this working.
Thanks!

Related

[Q] Copying game files from one device to another

A game that I downloaded made me download extra files within the game to make it work, is it possible that I could copy those files over to a different android device so I dont have to waste time in downloading those files again?
And if so can someone tell me which files it is that I should look for in copying.

[Q] A little help with rar files

Hi,
I'm relatively new to Android and I'd like your feedback on a problem I'm facing using unrar programs on my Note II.
I tried to unrar some files I threw from my pc experimenting with 3-4 programs available at Google Play to see if it can be done correctly. While everything seems to work ok, the filesize of the end file is exactly the same as if I was doing the job at my pc, and the name and file extension (Matroska file in my example) is written correctly in the created file under properties, when I try to play it it doesn't work for some reason.
Of course if I unrar the same files at my pc and throw the end file inside the pc, then everything is ok. For some weird reason, while the unrar process seems to be done correctly in my phone, the end file cannot be played.
Can anyone help me with this?
Thanks in advance
https://play.google.com/store/apps/...GwsMSwyLDEsImNvbS5yZXNvbmFuY2VsYWIudW5yYXIiXQ..
I use this ,not a single problem so far,it can support multiple files as well.
I have installed exactly the same program atm in my Note II!
I don't know if the problem is with the program though. I'm trying to unrar multiple rar files to create the mkv video. The operation is done correctly as I said (or at least it seems so) but the mkv file cannot be played. The filesize and the name of the endf ile is exactly the same as if I was doing the operation in my pc, but for some reason the file cannot be played.. :/
Also I noticed that if I try to copy this file in my pc, or move/copy it somewhere else inside the phone I can't!
I can only delete it..
It could be that just one file is missing the.rar extension in that case you have to rename it into.rar.
And it's better to put all of the multiple files in one folder.
Thanks for your feedback guys I found what was the issue. I need to make one clarification though so if you can help, you'd help me understand why this happens.
I've done the internal/external swap memory flashmod on my Note II, and I was trying to unrar/write initially on the now external card(but in reality it's the internal memory without the mod). So when I perform the operation in the "external" card the created file cannot play.
When I try to do it in the now internal(but in reality sd card/external memory) everything works just fine.
Is there any limitation to begin with with using unrar programs in the external memory? Or it might be an issue/bug with the mod quite possibly?
Thanks in advance

[Q] Language settings, JP audio w/EN subs and text, Final Fantasy IV

Hello all. I recently bought Final Fantasy IV and was disappointed to find there was no language setting in the game that I could find. Ideally, I would like to play with Japanese audio and English subtitles. Launching normally under USA locale plays English vocals and subtitles. I was afraid that the Play store variant would only come with English audio, but I found by changing my Nexus 7 language settings to Japanese, that it would in fact contain and play with JP audio and JP subtitles. I can't understand why , this being the case that there isn't an easy in application language switching option that I can see.
All the components are there. Does anyone know how I could somehow edit the files to play JP audio and English subs? Copy the JP audio track to the English version of the game seems the most straightforward , if I could figure a way to do it. Anyone have ideas for this process? Programs I will need to unpack the apk or game data and edit what needs to be etc...? Thanks.
To th ebest of my knowledge, it appears that I'll probably need to unpack the .obb file somehow. The .apk is small. Does anyone know of an suitable utilities to unpack and repack/sign if need be .obb an/o .apk firles?
I've seen a few posts on the forum suggesting that I simply rename the .obb to .zip, .rar etc... and it will simply be able to be extracted. Sadly, this doesn't seem to be the case. I've been attempting to use 7zip to extract the archive with a number of renamed file types and every time it claims that it doesn't seem to be a valid archive etc.... Others have suggested 7zip works for this in other cases, but I'm not sure why it is failing now. Do I need to use a specific program to see if it is a valid archive?
Edit: I also tried with WinRAR and to no effect - the same problem where it reports that there is no archive present etc...
At the moment I'm trying this with an edited/sideload ready version of FFIV 1.2.3 (which has both the .apk file of a few megabytes and the .obb of a few hundred megabytes), at least until I can pull the exact copy off my device. I'd really appreciate any insight. What do I need to open/extract the .obb and why is it not appearing with 7zip? Thanks.
I'm going to try and get another copy of the files from another source (pulled directly from my Nexus 7 or Nexus 4) onto my Windows PC etc...
RanceJustice said:
I've seen a few posts on the forum suggesting that I simply rename the .obb to .zip, .rar etc... and it will simply be able to be extracted. Sadly, this doesn't seem to be the case. I've been attempting to use 7zip to extract the archive with a number of renamed file types and every time it claims that it doesn't seem to be a valid archive etc.... Others have suggested 7zip works for this in other cases, but I'm not sure why it is failing now. Do I need to use a specific program to see if it is a valid archive?
Edit: I also tried with WinRAR and to no effect - the same problem where it reports that there is no archive present etc...
At the moment I'm trying this with an edited/sideload ready version of FFIV 1.2.3 (which has both the .apk file of a few megabytes and the .obb of a few hundred megabytes), at least until I can pull the exact copy off my device. I'd really appreciate any insight. What do I need to open/extract the .obb and why is it not appearing with 7zip? Thanks.
I'm going to try and get another copy of the files from another source (pulled directly from my Nexus 7 or Nexus 4) onto my Windows PC etc...
Click to expand...
Click to collapse
Huh... I'm not sure how to help you too. Just a simple beginner. But using .zip or .rar worked for me. Just that the file names were all long and weird. Also, every file appears as a .file extension
open obb file
Hi,
did you tried to open *.obb using "jobb" application from Android SDK?

Parse error after editing apk's on samsung marshmallow devices

Heya,
A while ago, my phone, which is a samsung A3 from 2015, got an update to marshmallow.
That's cool ofcourse and it runs awesome! but I like when my phone has a nice, clean and organized system and Samsung does not do that for all apps.
What I mean is that
- Some apps are odexed, and some apps are not AND some apps are odexed, but the apk file still contains a classes.dex file.
- Some apps have a folder with libs inside the app directory, and some have this folder inside the apk file AND some have this folder inside both
So ideally, i would like all apps to follow the same structure ofcourse, which would be no classes and lib files inside the apk, and then separate oat and lib folders containing the odexes and libs.
In lollipop this was easily done by copying these files out of the apk and putting them in separate folders, then removing them from the apk itself. My phone accepted this, the apps would run as though nothing had happened and it made me feel happy
However now that i'm on marshmallow, everything i do to an apk to change it results in getting a parsing error with that apk, after which it either becomes very fragile or completely broken.
One way I have found to get around this so far is to resign the apk, but for a lot of apps resigning it makes android ignore the app completely.
So the question is...
Is there something I can change somewhere to make marshmallow act like lollipop in these cases and not care that i removed files from apk's in an attempt to odex or delib them?
Any help would be much appreciated
Further info
- I have also noticed this on an S5 / SM-G900F running marshmallow
- I have not tested this on aosp or lineage because there are no suitable roms for my phone to test this with, and I would not want to use them over stock anyway.
- I have not run into this before marshmallow, it was always fine with me editing apk's like this in older versions of android.
- I am not ready to get over my ocd and accept this :crying:
No one? I suppose it is a really tough question.
So I got around the duplication of lib files by putting the actual libs in the appname\lib\arm folder and then placing zero length lib***.so placeholder files inside the apk.
this somehow keeps the apk intact and does not cause a parse error and makes the app work as it should, even across data wipes, reboots, backups and restores.
putting zero length classes.dex files inside the apk however doesn't work. Although this also doesn't cause a parsing error, the app actually tries to transform the empty classes into dalvik cache and then it breaks.
I'm still open to better suggestions

Trying to understand link between Apk and Obb files

So it's pretty given that when you change anything in an obb file it breaks the link to its apk file.
But I've encountered a modded game in which changing the structure of the obb file doesn't break the link and you can load the game perfectly fine. Which opens the world to adding new contents into the obb file.
I'd like to know how to do this. I have no idea who the author of the modded game is so idk how to ask how he did it. So I'm here.
I have the original copy of the game but I want to mod it to add additional contents into it. Like more skins, etc.
Johnny_Star_Sunshine_69 said:
So it's pretty given that when you change anything in an obb file it breaks the link to its apk file.
But I've encountered a modded game in which changing the structure of the obb file doesn't break the link and you can load the game perfectly fine. Which opens the world to adding new contents into the obb file.
I'd like to know how to do this. I have no idea who the author of the modded game is so idk how to ask how he did it. So I'm here.
I have the original copy of the game but I want to mod it to add additional contents into it. Like more skins, etc.
Click to expand...
Click to collapse
All the informations you want are there : https://developer.android.com/google/play/expansion-files
Good luck
@Johnny_Star_Sunshine_69
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