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Steven Universe: Attack the Light Graphics Organization?
#31
As I said, puggsoy is going to look at the files, he just hasn't been able to yet. He can soon though.
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#32
(08-15-2015, 07:40 PM)Mighty Jetters Wrote: As I said, puggsoy is going to look at the files, he just hasn't been able to yet. He can soon though.

k

well, i just am not sure what to do with the .ani files...
i'm currently skimming the hex files for anything overly suspicious...
I've already found what look to be like font definitions, XML-formatted data, and some potentially embedded resource files... and other suspicious-looking text, which either references or heads some other data...somewhere

I'll post that list when it's complete...
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#33
Think I'm nearly done with the list...but I've gone into burn-out from manually going through I don't care to know how many files , and I'll be watching t.v. soon, anyways...

I'll try to finish skimming them later tomorrow/today

[attached] is how far i've gotten, and there's some minor edits i need to make at some point, as i changed certain labels and stuff as i progressed, for some reasons...


Hopefully this is of some use, anyways?


Attached Files
.txt   hexfiles.txt (Size: 9.24 KB / Downloads: 179)
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#34
IRL things are keeping me from looking deeper into things like I did when I dug out wav/those PNG sheets/etc, but Unity Studio isn't that heavy a program, it's just a tool that opens up certain Unity files like these and can help show what has what PNG files and such, help narrow down to what we want to pay more attention to and such.
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#35
(08-16-2015, 01:44 AM)Dinner Sonic Wrote: IRL things are keeping me from looking deeper into things like I did when I dug out wav/those PNG sheets/etc, but Unity Studio isn't that heavy a program, it's just a tool that opens up certain Unity files like these and can help show what has what PNG files and such, help narrow down to what we want to pay more attention to and such.

k
hmm


where's the download?
Is it the official unity download, or elsewhere?
I don't play much with unity. in fact, i kinda dislike it
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#36
I keep thinking I replied when I didn't, sorry...

http://forum.xentax.com/viewtopic.php?f=10&t=11807

This is Unity Studio, an unofficial program to view different data from Unity games like this one, export images, show certain basic object properties, and so on.
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#37
(08-18-2015, 02:36 PM)Dinner Sonic Wrote: I keep thinking I replied when I didn't, sorry...

http://forum.xentax.com/viewtopic.php?f=10&t=11807

This is Unity Studio, an unofficial program to view different data from Unity games like this one, export images, show certain basic object properties, and so on.

thx

i'll be sure to try it out later
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#38
Okeydoke, finally got some time to take a look. Don't get too excited though, I can't promise anything.

DarkGrevious, where are these .ani files you've been talking about?
You may have a fresh start any moment you choose, for this thing that we call "failure" is not the falling down, but the staying down. -Mary Pickford
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#39
(08-26-2015, 12:31 AM)puggsoy Wrote: Okeydoke, finally got some time to take a look. Don't get too excited though, I can't promise anything.

DarkGrevious, where are these .ani files you've been talking about?

they're inside the sharedassets<x>.assets files
used unity assets explorer to get them
i linked the extracted ones, thiough

here's my post
http://www.vg-resource.com/thread-27479-...#pid596459
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#40
Hmm... sorry, I might not be much help here. These look weird, I'm finding repetitive values but nothing that looks at all useful. No indication of where to find their corresponding files either. I can say that the filenames do suggest that they're the animation files we want, especially since I haven't seen anything more useful around.

But yeah, I probably can't do much. Ploaj might have better luck, seeing as he's done similar stuff before while I've only done animation things in terms of frame-by-frame animations, not parts.
You may have a fresh start any moment you choose, for this thing that we call "failure" is not the falling down, but the staying down. -Mary Pickford
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#41
(08-26-2015, 01:53 AM)puggsoy Wrote: Hmm... sorry, I might not be much help here. These look weird, I'm finding repetitive values but nothing that looks at all useful. No indication of where to find their corresponding files either. I can say that the filenames do suggest that they're the animation files we want, especially since I haven't seen anything more useful around.

But yeah, I probably can't do much. Ploaj might have better luck, seeing as he's done similar stuff before while I've only done animation things in terms of frame-by-frame animations, not parts.

That's the same issue I was having...
There honestly are too many thousands of files, there were also a lot of sharedassets<x><y>.<num> files in the .assets files, but there were so many of them...ugh...

It's funny, in some ways the games all having a proper filesystem these days helps because there's no longer the understanding the bytecode and tiledata structures required, and on the other hand, everyone gets bit in the butt by proprietary/generally undocumented formats... I honestly prefer flash .swf since there's some generally effective decompilers for them, but then on the other hand, I've encountered issues where what I want simply doesn't seem possible to extract, because it was encoded in some weird way, and possibly some place I can't find.

yep...
Should probably have him check it out.
I think I'll just call it quits as well, then...i don't give-up often, but i've done as much as I possibly can.
All I can do at this point is extract more files if people should want them...
(Sorry, Jetters! I'm sure something will eventually turn-up)
At least we tried...
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#42
Yea I mean, if anything I'm the useless one here. Unsure

I'm really happy that we got this far though, maybe we'll be able to figure something out.
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#43
(08-26-2015, 02:23 AM)Mighty Jetters Wrote: Yea I mean, if anything I'm the useless one here. Unsure

I'm really happy that we got this far though, maybe we'll be able to figure something out.

aww...don't say that
We all run into stuff we can or can't do.
For example, the site I've been hosting the files and stuff on, let me tell you a bit about my role in the project that site is dedicated to, Crystalien Redux. The goal is to create tools and apis to make it easy/possible to insert custom content into a lego flash RTS that's like, 8 years old. Now, the game is closed-source, and the binaries have their code encrypted. In fact, the modding part probably would have been impossible, short of a remake, if we hadn't by chance had the original developer come on-board. Now, here's where I fit in, I am the newest team member, and I kinda just do odd jobs and study the game code or assets, occasionally making a note, archiving, or exporting something. I occasionally test something, but mainly, i find weak points in the code, or I manage to push one of my team-mates to do something they normally wouldn't do. Sometimes, this is extremely helpful, as it gets the ball rolling on some amazing breakthroughs and whatnot. To that project, I am probably one of the least vital/useful members for actual programming, but that doesn't stop me from trying to do something! My strength is not my programming abilities or graphics design skills, neither of which are where I want them, but that I generally don't take no for an answer, I analyze everything I see thoroughly as I can, I can be an organizational genius, and I'm willing to ask even some "stupid questions", or try some bold moves from time to time.

Anyways, you at least went and asked for help, and that in itself is useful. There are hundreds, thousands, possibly millions, possibly billions of others, who just wouldn't do anything. who'd take a brief look (if even that) at the files and say "i quit, i give-up, this is impossible" You've attracted hundreds of views, and with each view is potentially an individual who can help, or wants to help, or knows someone meeting that description. There are even some who'd look at the files, try to do it all by themselves, and just screw-around, getting nowhere, and not asking for help at all. You've done what you can based on what knowledge you possess, and what skills you have. You didn't over-complicate the whole matter by just going solo, being arrogant, and refusing to ask for help. That's still useful by my book.

*hugs*
It's not your fault these are in some strange proprietary format...

And yep, I'm sure something will be figured-out, I'm off now...
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#44
I know this is a bit off topic, but how did you get the apk on your computer? I bought the game, and have beaten it on my phone about three times, so I do legally own it and have used it. I have gotten it on an Android emulator called Andy, but no help for getting the actual apk.

Edit: By the way I think I read that the game uses standard and high def assets depending on the device's current state and stuff. But the hell if I can tell them apart.
Game Boy Advance forever!
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#45
(08-14-2015, 01:38 PM)DarkGrievous7145 Wrote: [Image: test-su.png]

a quick little test of two theories i had...
note that almost all of the sprites have these little artifacts in some places? (which i'm guessing are not actually part of the sprite, because they look out of place and somewhat distort them)
I tried cutting from there, seems to work...
could at least yield some information as to what the bounding boxes on individual sprites are, or could be.

before this, i used a color picker on those little artifacts, but there wasn't enough variance in the pixels to suggest pixel-encoded data...

Again, idk what purpose these serve, they very well could just be noise generated as side-effect from some kind of mass rasterization process. But, it seems odd that firstly, cutting these off seems to yield what the isolated sprite probably should look like, and secondly, i've converted vectors (assuming these were drawn as vectors, but they probably were) before...never had these artifacts formed... but, i was always converting one at a time, and never to create a big spritesheet for some game

i also checked-out one of the graphics in a hex editor, and...well...if there's any embedded data, idk how to get at it

anyways, back to the binary files...
These sheets seem to have been rotated in a image editor that distorted them, there are actually some sprites of pearl's legs on one of the sheets that seem to back this idea up.

I have not had much luck with this program for this game, but maybe try SpriteTracer. The main problem is that when I emulate the game to take a screen shot I have no idea what size the games native resolution is and even if I did there is no way to fine tune the emulator's resolution. So the graphics are either compressed or stretched which messes with the final result of the program.
Game Boy Advance forever!
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