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PostPosted: Thu Apr 02, 2015 6:35 am 
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sample?


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PostPosted: Thu Apr 02, 2015 7:25 am 

Joined: Sun Aug 24, 2014 8:54 am
Posts: 139
sorry~
sample:
http://www45.zippyshare.com/v/5I5prMHh/file.html


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PostPosted: Thu Apr 02, 2015 8:25 am 
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Fixed, thanks.


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PostPosted: Thu Apr 02, 2015 2:09 pm 

Joined: Sun Aug 24, 2014 8:54 am
Posts: 139
find script not support load audio streams from .resS files ,get some error

offset filesize filename
--------------------------------------

Error: incomplete input file 0: D:\temptemp\sharedassets0.assets.resS
Can't read 1 bytes from offset b09a98ad.
Anyway don't worry, it's possible that the BMS script has been written
to exit in this way if it's reached the end of the archive so check it
or contact its author or verify that all the files have been extracted.
Please check the following coverage information to know if it's ok.

coverage file 0 0% 16 9443247

Last script line before the error or that produced the error:
52 get DUMMY byte


sample:
http://www11.zippyshare.com/v/w5ekCnz6/file.html


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PostPosted: Thu Apr 02, 2015 3:10 pm 
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That one is an ogg file.


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PostPosted: Thu Apr 02, 2015 3:46 pm 

Joined: Sun Aug 24, 2014 5:26 pm
Posts: 228
aluigi

.resS files normally are stored sounds without TOC. All the TOC information seems to be stored in .assets file with the same name. Does your script extract them?


Last edited by spider91 on Sat Apr 04, 2015 11:04 pm, edited 1 time in total.

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PostPosted: Fri Apr 03, 2015 9:44 am 

Joined: Sat Aug 09, 2014 11:21 am
Posts: 616
Use Extractor 2.5 to scan these easily.


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PostPosted: Fri Apr 03, 2015 11:47 pm 

Joined: Sun Aug 24, 2014 5:26 pm
Posts: 228
Scanners extract files without names.


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PostPosted: Sat Apr 04, 2015 10:55 am 

Joined: Sat Aug 09, 2014 11:21 am
Posts: 616
spider91 wrote:
Scanners extract files without names.

resS files don't contain any names. Look at one of those with a Hex editor to see for yourself.


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PostPosted: Sat Apr 04, 2015 11:02 pm 

Joined: Sun Aug 24, 2014 5:26 pm
Posts: 228
spider91 wrote:
aluigi

.resS files normally are stored sounds without TOC. All the TOC information seems to be stored in .assets filewith the same name . Does your extract them?


I'm not pretty shure, but unity studio somehow extracts these files.


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PostPosted: Sat Apr 04, 2015 11:11 pm 

Joined: Sat Aug 09, 2014 11:21 am
Posts: 616
spider91 wrote:
spider91 wrote:
aluigi

.resS files normally are stored sounds without TOC. All the TOC information seems to be stored in .assets filewith the same name . Does your extract them?


I'm not pretty shure, but unity studio somehow extracts these files.

Hm, there are TYPE 83 files in the assets files that correspond to the contents of the resS files but I can't make a connection to the individual offsets. I'll take another look at another example. Would be cool if it was actually possible to get the names.


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PostPosted: Sun Apr 05, 2015 3:27 am 

Joined: Sun Aug 24, 2014 8:54 am
Posts: 139
unity studio not support Unity 5.0,Unity 5.0 Audio use fsb5 Format,.resource,there are TYPE 83,snd files in the assets files that correspond to the contents of the .resource files,Is there no way to get fsb filenames?

sample:
http://www14.zippyshare.com/v/yZWvg0eo/file.html


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PostPosted: Sun Apr 19, 2015 11:45 am 

Joined: Sat Aug 09, 2014 11:21 am
Posts: 616
Any news on this?


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PostPosted: Sun Apr 19, 2015 11:48 am 

Joined: Sat Aug 09, 2014 11:21 am
Posts: 616
Well... actually there is a solution to this - the "empty" .snd contain size and offset of the according resS file.
I'll see if I can implement it somehow... would be quite cool after all. :)


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PostPosted: Sun Apr 19, 2015 12:12 pm 

Joined: Sat Aug 09, 2014 11:21 am
Posts: 616
GOT IT!!! :D :D :D

See attachment!


Attachments:
unity_20150419.zip [2.22 KiB]
Downloaded 244 times
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PostPosted: Sun Apr 19, 2015 12:38 pm 

Joined: Sat Aug 09, 2014 11:21 am
Posts: 616
Here's a version that skips the .snd file if there is a corresponding file in the resS (paste in line 161):
Code:
   if EXT == ".snd"
      if SIZE == 0x18 # probably corresponding audio file in resS archive
         get ONAME filename
         string ONAME += ".resS"
         open FDSE ONAME 1 EXISTS
         if EXISTS == 1
            savepos MYOFF 0
            callfunction getresS 1
            goto MYOFF 0
         else
            log FNAME OFFSET SIZE 0
         endif
      endif
   else
      log FNAME OFFSET SIZE 0
   endif


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PostPosted: Sun Apr 19, 2015 12:43 pm 
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Well done.
Let me know when everything is complete and tested (wait some days maybe) and then I will put everything in unity.bms


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PostPosted: Sun Apr 19, 2015 1:42 pm 

Joined: Sat Aug 09, 2014 11:21 am
Posts: 616
I just tested the script on multiple Unity games and noticed something: Not all the files inside the resS archives have corresponding .snd files inside the .assets file. That means that if you extract the .assets file, chances may be that not all the files from the resS are extracted. :\


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PostPosted: Sun Apr 19, 2015 2:05 pm 

Joined: Sat Aug 09, 2014 11:21 am
Posts: 616
Well, there's a pseudo-workaround which works in some cases:
- put each size/offset combination from a resS extraction in an array
- after the extraction of the main files, sort the array by offset
- test if there are any gaps
- if so, write the gaps to disk
Of course this doesn't take into account all cases where there are two or more files in one gap. We'd need yet ANOTHER workaround for this... I don't have the patience for this at the moment to be honest. ;) If somebody wants to give it a shot, please post your results here!


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PostPosted: Sun Apr 19, 2015 8:00 pm 

Joined: Sat Aug 09, 2014 11:21 am
Posts: 616
Ok, I've run some other tests. I made a mistake - the files actually DID extract correctly and completely.
I've included a little test to see if this is the case:
Code:
set SIZE_RESS 0
for i = 0 < FILES
...
   if EXT == ".snd"
      if SIZE == 0x18 # probably corresponding audio file in resS archive
         get ONAME filename
         string ONAME += ".resS"
         open FDSE ONAME 1 EXISTS
         if EXISTS == 1
            savepos MYOFF 0
            math a += 1
            callfunction getresS 1
            goto MYOFF 0
            math SIZE_RESS += SIZE2
         endif
      endif
   endif
open FDSE ONAME 0 EXISTS
   if EXISTS == 1
      get FSIZE asize
      if FSIZE == SIZE_RESS
         print "All sound files from resS extracted!"
      else
         print "Warning: unextracted data in resS!"
      endif
   endif


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