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PostPosted: Mon Apr 20, 2015 8:46 am 

Joined: Sat Aug 09, 2014 11:21 am
Posts: 612
Here's my latest version of the script. I changed the resS process a little bit so the script opens the file only one time and not each time it encounters an *.snd with 0x18 bytes. Else, I've changed the warning message at the end so you can see how many bytes of data from the resS stays unextracted. Sometimes it's just a few bytes of zeros between the files, so everything went fine.
I also added my type of naming as comments so everybody can decide which way they want to name the files. Explanation of my naming system: As I'm after the music I want to see from which source file the track comes from. As the files are opened consecutively in the game, I get a pseudo playing order.

Also, I selfishly raised the version to 0.2.0 because the step with the resS extraction is quite big. ;)


Attachments:
unity_0.2.0.zip [2.38 KiB]
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PostPosted: Mon Apr 20, 2015 10:13 am 

Joined: Mon Oct 06, 2014 6:41 pm
Posts: 305
AlphaTwentyThree wrote:
Here's my latest version of the script. I changed the resS process a little bit so the script opens the file only one time and not each time it encounters an *.snd with 0x18 bytes. Else, I've changed the warning message at the end so you can see how many bytes of data from the resS stays unextracted. Sometimes it's just a few bytes of zeros between the files, so everything went fine.
I also added my type of naming as comments so everybody can decide which way they want to name the files. Explanation of my naming system: As I'm after the music I want to see from which source file the track comes from. As the files are opened consecutively in the game, I get a pseudo playing order.

Also, I selfishly raised the version to 0.2.0 because the step with the resS extraction is quite big. ;)

Can you help me, i'm translating Gangster Vegas for ios


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PostPosted: Mon Apr 20, 2015 10:18 am 

Joined: Sat Aug 09, 2014 11:21 am
Posts: 612
I've just implemented the residual files extraction. However, the script extracts files in the post-processing that have already been extracted. I don't know why this is the case because I only write the spaces in-between the already-written files from the resS to disk. I know that there's an error because "[size of resS] - [size of extracted files by .assets index]" doesn't match "[size of residual files extracted in post-processing]". If somebody wants to take a look at the beta script, I've attached it. The function "retrieve" is new. It simply sorts the offset-size-pairs from the extraction process, tests if it is consistent and writes the data in-between. Don't be irritated by the function "diff_type", that's just so I wouldn't need to duplicate code when testing for sound type from the resS (needs to run during the main extraction as well as the post-processing).
Here's a sample pair where you can test the script on: http://*USE_ANOTHER_FILEHOSTING*/4411283 ... st_pair.7z
Any help?


Attachments:
unity_0.2.0beta.zip [2.79 KiB]
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PostPosted: Sat Apr 25, 2015 6:34 am 

Joined: Sat Aug 09, 2014 11:21 am
Posts: 612
Anyone got the time to take a look at this?


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PostPosted: Thu Apr 30, 2015 2:51 pm 

Joined: Sat Aug 09, 2014 11:21 am
Posts: 612
Time for another update!
I didn't resolve the little problem above. I haven't encountered any other resS files that contained residual data and I've checked about 15 other games. So I'll leave it at that. Else, I've enhanced the script to support *.resource files that contain fsb5 archives. These are from newer Unity3D games. I've changed the code for the resS retrieval a bit to have everything in one place.
You can certainly update your script to 0.2.x :)


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unity_0.2.1.zip [2.89 KiB]
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PostPosted: Thu Apr 30, 2015 2:58 pm 

Joined: Sat Aug 09, 2014 11:21 am
Posts: 612
For all of you who are after the music, here's a batch that deletes everything but the music and videos. You'll have to use the second naming scheme for this to work ([basename~filename.extension])
Code:
md temp
move *.wav temp
move *.og* temp
move *.aif* temp
move *.snd temp
move *.mp3 temp
move *.fsb temp
del /Q *.1*, *.2*, *.3*, *.4*, *.5*, *.6*, *.7*, *.9*, *.0*, *.-*, *.script, *.bin, *.mat, *.xml, *.ttf, *.tex, *.shader, *.ter, *.tes, *.ani, *.89, *.82, *.png, *.sbam
cd temp
move *.* ..
cd..
rd temp


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PostPosted: Thu Apr 30, 2015 3:02 pm 
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Joined: Wed Jul 30, 2014 9:32 pm
Posts: 7126
I see a '~' char while building FNAME, is it correct or a typo?


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PostPosted: Thu Apr 30, 2015 3:23 pm 

Joined: Sat Aug 09, 2014 11:21 am
Posts: 612
aluigi wrote:
I see a '~' char while building FNAME, is it correct or a typo?

No, I made that on pupose because of my naming scheme. It's basically the only pseudo-good-looking character that normally isn't used in file names. This way I can see where I made changes to the name. Same with a folder structure: I replace every "\" with a tilde so I can track the folder structure afterwards.
You can change it back to your naming scheme if you want to. ;)


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PostPosted: Fri May 01, 2015 11:14 am 

Joined: Fri May 01, 2015 11:02 am
Posts: 3
Can someone help me to modify script to extract .dds files which are type 28? Atm it extracts only .tex files which are same type 28 ;/


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PostPosted: Fri May 01, 2015 7:43 pm 

Joined: Sat Aug 09, 2014 11:21 am
Posts: 612
Stefanpl wrote:
Can someone help me to modify script to extract .dds files which are type 28? Atm it extracts only .tex files which are same type 28 ;/

I'm not sure I understand you correctly. Are you saying that type 28 holds tex as well as dds?


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PostPosted: Tue May 19, 2015 1:52 pm 

Joined: Fri May 01, 2015 11:02 am
Posts: 3
Neverdmind. I was using unity asset explorer earlier which converts .tex to .dds, so I tought that type 28 are .dds too. So now the question is, there is any way to convert .tex extracted by .bms script to some commone image extension?


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PostPosted: Tue May 19, 2015 3:39 pm 

Joined: Sat Aug 09, 2014 11:21 am
Posts: 612
Another update: the script now supports file retrieval from *.resource files from the newer games that hold fsb5 archives.
I've also changed the heuristics from "file size of *.snd" to "if *.resS or *.resource exists" as I got errors in one case.


Attachments:
unity_0.2.1b.zip [2.92 KiB]
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PostPosted: Tue May 19, 2015 3:43 pm 
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Joined: Wed Jul 30, 2014 9:32 pm
Posts: 7126
Cool to see you are in active development on this stuff :)


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PostPosted: Tue May 19, 2015 3:52 pm 

Joined: Sat Aug 09, 2014 11:21 am
Posts: 612
Well, ripping the newer releases absolutely demands that. ;)


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PostPosted: Wed May 20, 2015 5:42 pm 

Joined: Sat Aug 09, 2014 11:21 am
Posts: 612
Here's a file that needs adjusting of the script: http://*USE_ANOTHER_FILEHOSTING*/ea45198 ... sources.7z


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PostPosted: Thu May 21, 2015 9:07 pm 

Joined: Sat Aug 09, 2014 11:21 am
Posts: 612
And another update. Takes care of zero byte files.


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unity_0.2.1c.zip [2.96 KiB]
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PostPosted: Tue May 26, 2015 7:15 am 

Joined: Sat Aug 09, 2014 11:21 am
Posts: 612
Luigi, can you test your script with the file I've uploaded? That would be splendid! :D


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PostPosted: Tue May 26, 2015 10:47 pm 
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Joined: Wed Jul 30, 2014 9:32 pm
Posts: 7126
Are you sure that file is complete?
In my opinion there is a missing byte at the beginning, in fact if you add a 0x00 at offset 0 everything works perfectly.


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PostPosted: Sun May 31, 2015 7:26 pm 

Joined: Sat Aug 09, 2014 11:21 am
Posts: 612
That is truly strange. Maybe you should keep the script as it is for now until I encounter another one of these.


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PostPosted: Thu Jun 11, 2015 3:12 am 

Joined: Thu Jun 11, 2015 3:11 am
Posts: 1
Can this export animation?


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