Thoughts. Having found a specification for the EGG archive file format (http://sdn.altools.co.kr/etc/EGG_Specification.zip) it has some similarities, but not enough to be massively useful, gave me a few ideas though (some of this is agreeing with previous posters).
45 47 47 53 00 01 10 11 - Would seem to be a header identifier and version number, 1011 might be a reference to it being a Wii file - it seems to be the same for each file.
The next 8 bytes are unique to each game, I'd suggest the first 4 bytes are the file size (the three versions of SMG2 are all just under 4Gb which seems about right), and the next 4 bytes are a CRC check (probably CRC32) that the archive is not corrupt.
- A check on the file size should be fairly straight forward though it might be before/after archiving/compression with/without headers and or footers.
- There are a few common CRC32 implementations and various standard ways of reverse engineering CRC's so that might not be too difficult to check/break.
The rest up to the ffff's would seem to be offsets and data sizes, the ones for KRtDL are almost perfect for that. The first three offsets seem to be the same for each game so game ID and Name followed by game data(?).
00 00 00 09 9 Blocks of data
00 00 00 00 00 00 00 01 Offset 0 Diff - Chunks 1
00 00 00 08 00 00 00 02 Offset 8 Diff 8 Chunks 2
00 00 1f 00 00 00 1f 58 Offset 7936 Diff 7928 Chunks 8024
00 00 3e 5a 00 00 00 1a Offset 15962 Diff 8026 Chunks 26
00 00 3e 77 00 00 00 4d Offset 15991 Diff 29 Chunks 77
00 00 3e c6 00 00 00 51 Offset 16070 Diff 78 Chunks 81
00 00 3f 18 00 00 00 18 Offset 16152 Diff 82 Chunks 24
00 00 3f 31 00 00 00 e2 Offset 16177 Diff 25 Chunks 226
00 00 40 14 00 00 73 0c Offset 16404 Diff 227 Chunks 29452
Not having the time or a hacked WiiU at the moment, I'll leave this for someone else to poke at.
45 47 47 53 00 01 10 11 - Would seem to be a header identifier and version number, 1011 might be a reference to it being a Wii file - it seems to be the same for each file.
The next 8 bytes are unique to each game, I'd suggest the first 4 bytes are the file size (the three versions of SMG2 are all just under 4Gb which seems about right), and the next 4 bytes are a CRC check (probably CRC32) that the archive is not corrupt.
- A check on the file size should be fairly straight forward though it might be before/after archiving/compression with/without headers and or footers.
- There are a few common CRC32 implementations and various standard ways of reverse engineering CRC's so that might not be too difficult to check/break.
The rest up to the ffff's would seem to be offsets and data sizes, the ones for KRtDL are almost perfect for that. The first three offsets seem to be the same for each game so game ID and Name followed by game data(?).
00 00 00 09 9 Blocks of data
00 00 00 00 00 00 00 01 Offset 0 Diff - Chunks 1
00 00 00 08 00 00 00 02 Offset 8 Diff 8 Chunks 2
00 00 1f 00 00 00 1f 58 Offset 7936 Diff 7928 Chunks 8024
00 00 3e 5a 00 00 00 1a Offset 15962 Diff 8026 Chunks 26
00 00 3e 77 00 00 00 4d Offset 15991 Diff 29 Chunks 77
00 00 3e c6 00 00 00 51 Offset 16070 Diff 78 Chunks 81
00 00 3f 18 00 00 00 18 Offset 16152 Diff 82 Chunks 24
00 00 3f 31 00 00 00 e2 Offset 16177 Diff 25 Chunks 226
00 00 40 14 00 00 73 0c Offset 16404 Diff 227 Chunks 29452
Not having the time or a hacked WiiU at the moment, I'll leave this for someone else to poke at.