Free Game Research Forum | Official QuickBMS support | twitter @zenhax | SSL HTTPS://zenhax.com
It is currently Wed Nov 13, 2019 5:35 pm

All times are UTC

Post new topic  Reply to topic  [ 1 post ] 
Author Message
PostPosted: Fri Sep 27, 2019 6:17 pm 
User avatar

Joined: Fri Apr 20, 2018 12:41 am
Posts: 368
After extraction of the .pak files (Except store2.pak for ABT), seasonal.pak.manifest, uisplash.pak and ui_additional.pak in the APK (gave me SOME png files, mostly atlas files, ABT) as well as the OBB and its pak files from the XPK2 script, on update v1.36.8 (ABT), I got a bunch of .atlas files and they have listings to all the textures and their names in the related x_of_X.xgt (x is num, X is split counts) file when viewed as text or in a hex editor. I was hoping someone could help use the .ATLAS files from Angry Birds: GO!/Transformers with those .XGT files to allow me to view and rip the textures in their proper sizes. The header is always XGSTA. Any advice on doing this or how it will be done? If so thanks :). The hex header of them is so far: 58 47 53 54 41 00 00 05, 01 00 00 00 / 02 00 00 00 (IDK why, only a few files in ABGO has this), the next byte is how many textures are in the file, relating to the data below. I think after a file has 2048x2048 used but the image doesn't have all the textures, it is split and has a X more part(s), that affects x, _cmp is ETC1 (ABGO ONLY?), _uncompressed/_unc is RGBA, _16 is RGBA4444, _32 is RGBA8888.

A full dump of ABGO's assets is here: https://drive.google.com/open?id=10Lp3D ... JdUTljgDzo

Sorry for the double-post.

Last bumped by LolHacksRule on Fri Sep 27, 2019 6:17 pm.

Display posts from previous:  Sort by  
Post new topic  Reply to topic  [ 1 post ] 

All times are UTC

You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Powered by phpBB® Forum Software © phpBB Limited