Post Wed Aug 08, 2012 1:28 pm

needing help cracking a format

ok so after talking with Electronic Arts i have recorded verbal permission to pursue this from the corporate manager as long as i dont sell or attempt to copyright under my name, etc etc. the game Need for Speed Porsche Unleashed has seen a few mods. these are mainly limited to the cars. there are a bunch of formats though for the tracks that i am needing to crack as that is the project goal is to crack them and mod the tracks. (basically im wanting to put a track from an older game into the "new" one) many people have attempted this and have failed due to lack of resources, patience, knowledge , or a combination of these. i refuse to give up. the game is now 12 years old and is no longer supported by EA and is dubbed officially as Abandon-ware with free rights to non copyright-able modifications. here is where i am at so far and am needing help to procede at.
the primary file is a .crp file. it is propriatary and is not made with the same programs as the internet claims it is made with. EA has a history of compressing multiple files in a special zip like file. perfect examples are the .viv format which is basically an encrypted zip format of sorts. im needing to crack it entirely to be honest so i can get to the goodies inside. once i can get to the goodies i can go from there. no one is willing to help because they dont see it being sucessful. i have confirmed through a hex editor the .crp contains the 3d mesh data we would need to edit. it also shows signs of possibly more files inside or call references (which that is throwing me off) to outside files that dont exist (a way of confusing hackers?) either way it definitely is the first step to editing. im providing both the begining hex data due to not knowing the size of the header. formatted as in the editor:
00000000: 10 fb 5b d0 00 e2 6b 61 72 54 7a 8e 00 00 47 01 ..[...karTz...G.
00000010: 00 00 00 02 e0 00 69 74 72 02 07 41 1a 01 03 11 ......itr..A....
00000020: 1e 0f ba 05 01 03 10 87 40 0f ca 01 03 08 87 40 ........@......@
00000030: 0f d9 01 03 0e 87 40 0f e0 01 03 0c 8b 40 3f ed ......@......@?.
00000040: 87 40 0f f8 01 03 14 8a 80 3f 07 06 87 40 0f 1a .@.......?...@..
00000050: 04 3f 87 40 0f 27 04 3f 87 40 0f 32 01 03 0a 8b .?.@.'.?.@.2....
00000060: 40 3f 41 8b 40 3f 4a 8b 40 1f 57 8b 40 1f 62 8b @?A.@?J.@.W.@.b.
00000070: 40 1f 6f 8b 40 1f 7a 8b 40 7f 87 87 40 0f 92 01 @.o.@.z.@..@...
00000080: 03 07 8b 40 2f a1 8b 40 2f a7 87 40 0f b2 01 03 ...@/..@/..@....
00000090: 13 8b 40 bf c1 8b 40 3f d3 8b 40 3f dc 8b 40 2f ..@...@?..@?..@/
000000a0: e7 87 40 0f f6 01 03 0d 8b 40 8f ff 01 04 0b 88 ..@......@......
000000b0: 00 4f 87 40 0f 11 04 4f 87 40 0f 1c 24 df 8b 40 .O.@...O.@..$..@
000000c0: 2f 2b 8b 40 0f 3b 87 40 0f 46 24 1f 87 40 0f 51 /+.@.;.@.F$..@.Q
000000d0: 04 8f 87 40 0f 5e 04 7f 8b 40 6f 67 87 40 0f 6d ...@.^..@og.@.m
000000e0: 24 ef 87 40 0f 7c 01 03 0f 87 40 0f 8f 01 03 0b $..@.|....@.....
000000f0: 8b 40 4f 9d 8b 40 7f a7 87 40 0f ad 45 9f 15 87 .@O..@..@..E...
00000100: 00 0f 01 03 16 8b 40 7f ce 8b 40 4f e3 8b 40 1f ......@..@O..@.
00000110: f2 87 40 0f f8 05 23 28 40 d4 88 01 5f 87 40 0f ..@...#(@..._.@.
00000120: 2e 04 2f 87 40 0f 3a 24 cf 87 40 0f 49 04 5f 8b ../.@.:$..@.I._.
00000130: 40 2f 5b 87 40 0f 61 64 2f 8b 40 1f 70 8b 40 0f @/[.@.ad/.@.p.@.
00000140: 77 8b 40 2f 86 8b 40 5f 95 8b 40 2f 9c 87 40 0f w.@/..@_..@/..@.
00000150: a2 24 3f 87 40 0f b1 24 5f 87 40 0f bb 24 3f 8b .$?.@..$_.@..$?.
00000160: 40 4f c9 8b 40 4f d6 8b 40 ff dc 8b 40 1f eb 8b @O..@O..@...@...
00000170: 40 3f f7 8a 80 1f 06 09 87 40 0f 0c 01 03 17 8b @?.......@......
note the ASCII values dont show correctly.

other useful information is that the dissasembled executable for the game calls a dll a rediculous ammout of times in functions that seem to corospond with the loading of the game files. this is called gimme.dll. also note that it uses the windows dll CRYPT32.dll which is also interesting to a noob being it might be responsible to decrypt the files. and lastly a complete memory dump yeilded a comaprison that once the track is loaded parts of the .crp file spread through the memory during usage though the dump is too large to grab the hex information from as the complete 300mb dump in text becomes 1.05GB
any leads would be appreciated. remember i do have legal permission to do this and its a personal project that will help me with my college studies.