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packing/split: FromSoftware's shaderbnd archives, Kraken shader bundles (DM_OOZ) and NVN2 shaders embedded in a code module - #2614
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…B) for The Duskbloods' NVN2 shaders romfs/shader/*.shaderbnd.dcx: a zlib DCX around a BND4 archive (formats 0x74 and 0x54, 0x24-byte entries, UTF-16 names) whose members are CGSB blobs, each an NVN record with the code area and the NVN2 control section of one shader (.vpo .ppo .cpo .gpo .hpo .dpo .mpo .apo). scan_blob unwraps DCX and BND4 and reads CGSB; a DCX of another method (the game's KRAK geometry) that reaches it by a chance byte match is skipped. The file filter takes .shaderbnd.dcx. The Duskbloods' profile tables, split again: 1,957 shaders (1,945 of them from the archives).
…loods' Bink 2 opening movie draws
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Three shader_split readers, found on The Duskbloods network test (
0400D1D02399A000, FromSoftware's engine, NVN2):romfs/shader/*.shaderbnd.dcxis DCX (zlib) wrapping BND4 archives of CGSB entries that hold NVN2 shaders.shaderbdle.shaderbdlebnd.dcxis DCX compressed with Oodle Kraken (492 BND4 archives, the per-material world shaders). Kraken goes through an external decoder named byDM_OOZ(github.com/powzix/ooz, GPL-3.0, kept out of the repository). Without it the reader reports what it needs and skips the file. Both switches are indocs/env_switches.tsv.mainas a code area next to an NVN2 control section. The vertex/pixel pair keeps its code before the control and the compute shaders keep theirs after it, so the reader takes whichever side is dense code that checks out. Without this, the opening movie was black with audio. Covered bytest_split_nvn2_embedded.py.The game's tables come in the profile PR.