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 Post subject: Re: YoYo Games data.win
PostPosted: Thu Aug 10, 2017 4:15 pm 
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Joined: Wed Jul 30, 2014 9:32 pm
Posts: 9043
Script 0.1.2


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 Post subject: Re: YoYo Games data.win
PostPosted: Thu Aug 10, 2017 6:44 pm 

Joined: Mon Nov 16, 2015 11:48 pm
Posts: 6
I never thought trying the script on the exe would work, but it did beautifully! Thank you so much!


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 Post subject: Re: YoYo Games data.win
PostPosted: Thu Aug 10, 2017 7:34 pm 
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Joined: Wed Jul 30, 2014 9:32 pm
Posts: 9043
It's a feature I have just added for this new version of the script :)


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 Post subject: Re: YoYo Games data.win
PostPosted: Sat Sep 09, 2017 12:23 am 

Joined: Sat Sep 09, 2017 12:11 am
Posts: 2
Can someone help me? After i extract the files from a .win archive all the files are raw with no extensions.
I've tried opening sprite files (From the SPRT extracted folder) with photo viewers but it says the file is invalid.
The data.win archive i'm trying to extract is from the game called Relic Hunters Zero, it's a free game on Steam if you want to try extracting the files yourself.
I've also tried extracting the files from a game that has the game files built in the .exe file (Yes it is a GameMaker game), but the extracted files are raw aswell.
This one is a paid game but i'll leave the .exe for download if you want to try extracting it:
https://www.dropbox.com/s/58k44bf6fbhfo ... w.exe?dl=0


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 Post subject: Re: YoYo Games data.win
PostPosted: Sun Feb 11, 2018 9:53 pm 
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Joined: Sun Aug 17, 2014 7:27 pm
Posts: 1149
Rock God Tycoon .win
Game: http://store.steampowered.com/app/41084 ... od_Tycoon/
Image

Example .win: https://mega.nz/#!ok4xnLAI!a4lHmMUpglQ6 ... 0zeMbuDJy8
New .win format?


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 Post subject: Re: YoYo Games data.win
PostPosted: Mon Feb 12, 2018 11:46 am 
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Joined: Wed Jul 30, 2014 9:32 pm
Posts: 9043
Some TXTR files had the offset 0xffffffff or 0, I don't know if there is a real way to fix it.
In the meantime I have released the script 0.1.2a


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 Post subject: Re: YoYo Games data.win
PostPosted: Mon Feb 12, 2018 2:48 pm 
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Joined: Sun Aug 17, 2014 7:27 pm
Posts: 1149
Thanks a lot aluigi!


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 Post subject: Re: YoYo Games data.win
PostPosted: Sat Mar 24, 2018 1:03 pm 

Joined: Fri Apr 07, 2017 3:44 pm
Posts: 2
Is there no possibility of unpacking the full files inside the font folder? Only one .dat file appears inside it.


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 Post subject: Re: YoYo Games data.win
PostPosted: Mon May 21, 2018 3:42 pm 

Joined: Mon May 21, 2018 3:41 pm
Posts: 2
Not sure if this is old news or not, but regarding people who are having trouble with opening images in the "SPRT" folder. Truth is they're not images, they are .json files (so are the files in many of the other folders). They contain data for animation, coordinates, etc but not the images themselves, which are instead in the "TXTR" folder (and they're all jumbled, so anyone who makes a script that fixes this - or gives a source code file - would be most appreciated).
Here is an example of what the code in one of the .json files looks like (viewable in firefox for sure): http://biancagames.com/bullet_enemy.json

Although the quickbms script exported the "SPRT" files without an extension, I found another decompiler: https://gitlab.com/PoroCYon/Altar.NET/tags
that exported them as .json files. Just so everyone knows, I think this decompiler also can decompile readable gml code.

I hope this helps someone! ♥


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 Post subject: Re: YoYo Games data.win
PostPosted: Tue May 29, 2018 2:23 am 

Joined: Tue May 29, 2018 1:31 am
Posts: 2
Thanks, I hope this hasn't been addressed elsewhere.

I was looking to modify the sprites in Cook Serve Delicious 2. The original could be edited, the sequel doesn't extract fully, it throws the error below:
The data.win file is quite large, but is here: https://mega.nz/#!OrYGTQxS!AwVC1MsKh_FNUSw9lWmTx5zKSpNXnTfHZtBuoFBGZzs
I used quickbms 0.8.4 and yoyogames.bms 0.1.2a from the front page

Quote:
...
< 8780: gml_Script___BT_init
< 8781: gml_Script_bt_set_borderless
< 8782: gml_Script_bt_set_windowed
< 8783: gml_Script___BT_preserveWindowSize
< 8784: gml_GlobalScript_0
< 8785: gml_GlobalScript_1
< 8786: gml_GlobalScript_2
< 8787: gml_GlobalScript_3
CHUNK TXTR 0x00b3f488 0x2c9fb6d4

Error: the script uses more array indexes (809) than supported (809)

Last script line before the error or that produced the error:
131 getarray NEXT_OFFSET 0 j


If a full log is useful let me know.


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 Post subject: Re: YoYo Games data.win
PostPosted: Wed May 30, 2018 11:28 pm 
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Joined: Wed Jul 30, 2014 9:32 pm
Posts: 9043
Script 0.1.3
The cause of the problem was a slightly different format of the TXTR chunk, instead of being 01 00 00 00 OFFSET it was 01 00 00 00 00 00 00 00 OFFSET.
I also fixed problems like this happening in the future because the array indexing wasn't limited.
TXTR still remains an unreliable field so I hope to have not broken any compatibility with other data.win archives :)


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 Post subject: Re: YoYo Games data.win
PostPosted: Thu May 31, 2018 12:38 am 

Joined: Tue May 29, 2018 1:31 am
Posts: 2
Tested it, it works.
I was also able to edit and repack.

Thanks!


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 Post subject: Re: YoYo Games data.win
PostPosted: Fri Jun 08, 2018 6:51 pm 

Joined: Mon May 21, 2018 3:41 pm
Posts: 2
I'm using the newest version of the script and although I am able to use "reimport" on stuff in the "CODE" folder, reimporting stuff in the "OBJT" folder breaks the game. (edit: figured out I don't need to do this as the object event data is actually in the CODE folder)
Just so you know, I wasn't editing gml code. I copied a gml code file that was decompiled from another version of the same game. It's complicated.
It would be really nice if I could edit and reimport code, that'd fix my problem I think (doing what I did caused in game errors).
Hacking images with "reimport2" also is breaking the game for me.
Maybe you guys should collaborate with the creators of altar, because that program can clearly let you read and edit code.... only thing is you can't reimport it. ♥


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