Skip to content
View in the app

A better way to browse. Learn more.

ResHax

A full-screen app on your home screen with push notifications, badges and more.

To install this app on iOS and iPadOS
  1. Tap the Share icon in Safari
  2. Scroll the menu and tap Add to Home Screen.
  3. Tap Add in the top-right corner.
To install this app on Android
  1. Tap the 3-dot menu (⋮) in the top-right corner of the browser.
  2. Tap Add to Home screen or Install app.
  3. Confirm by tapping Install.
Help us keep the site running.

[PC] Ori & the Blind Forest

Featured Replies

  • Author
  • Localization

gumo69, posted Fri Mar 13, 2015 7:57 am (3809)


The game is made with Unity v5.0.0b5
I'm looking to get the png/dds files from the sharedassets.assets files but I don't have knowledge about how to extract
There are also files with *.resource extension and some level* files with no extension [level0, level1, level2 and so on].
I'm uploading some of the files so you can check it out.

https://mega.co.nz/#F!vV9UgYoI!NynBbnPQjLL8xkVsq5QuzA

In total there are 283 level files and 284 *.assets files.
  • Author
  • Localization

aluigi, posted Fri Mar 13, 2015 8:55 am (3813)


I have just updated my script to version 0.1.3a:
http://aluigi.org/papers/bms/unity.bms

Please note that it extracts the files "as-is" so I don't know if they will be so useful to you.
  • Author
  • Localization

gumo69, posted Thu Mar 19, 2015 11:29 pm (3975)


The script extracted millions of files :)
But I'm pretty sure I've found the files which definitely contain the images.
I'm uploading a few of those small files.
Could you please take a look at it and provide a method to extract the images from them?

extracted.7z [11.2 MB]
  • Author
  • Localization

luckcolors, posted Fri Mar 20, 2015 2:16 pm (3989)


Hello
I'm also trying to extract the files.
The only folders of the output of quickbms that contains files with a readable nare are :
    TYPE_28 TYPE_48 TYPE_83 TYPE_115 TYPE_134
and the content of these is 6gb but there are no file extension and by opening a file with an hex viewer are very similar so i cannot tell what files are. Hope it helps :)
  • Author
  • Localization

gumo69, posted Fri Mar 20, 2015 2:27 pm (3990)


you are right.
TYPE_28 contains the textures
TYPE_83 contains some information related to all the game menus
  • Author
  • Localization

luckcolors, posted Fri Mar 20, 2015 2:29 pm (3991)


gumo69 wrote:
you are right.
TYPE_28 contains the textures
TYPE_83 contains some information related to all the game menus

Yes but where are the audio files? i mean i think i've only seen textures and models.
Maybe the .resource files contains something?
  • Author
  • Localization

AlphaTwentyThree, posted Sat Mar 28, 2015 12:44 am (4155)


I've added support for different file type distinctions - reload the script, it's already updated. :)
  • Author
  • Localization

luckcolors, posted Sat Mar 28, 2015 9:32 pm (4179)


The .resource files are audio in .fsb (FSB5) file format . I can play them with FMod Designer(Fmod designer ex Not Fmod Studio). Each .resoource file contains a single audio file.
At the moment i can only play them using Fmod. Can someone try to unpack them? fsbext program generates dumped as-is data as said by Aluigi.

aluigi wrote:
The extraction is perfect but the ogg files archived by Fmod are dumped in a particular way that is not compatible with the music players.
Currently there are no solutions, fsbext dumps the data as-is.


It seems that now unity uses this type of audio compression as standard.

Also if you want to know wich audio is related to a .resource file you just need to extract the .assest files and then in the Type83 folder there will ne .snd files. Just open them eith a text editore. In the linea of text there will be a .resource file names. Every .snd file nane is the name to the connected .resource file just open the .snd with an text editor and you eill be able to read an .resource file name.
  • Author
  • Localization

aluigi, posted Sat Mar 28, 2015 10:29 pm (4183)


Do you mean that also in Unity it's used that same format?
Chunks composed by 16bit size followed by the data.
  • Author
  • Localization

luckcolors, posted Sat Mar 28, 2015 10:51 pm (4186)


aluigi wrote:
Do you mean that also in Unity it's used that same format?
Chunks composed by 16bit size followed by the data.

Well probably because my solution was to renane the . resource files to .fsb and then opening them in fmod designer.
and the file header was a great hint: FSB5 while levels and .assest files don't have a header .resource had one.
  • Author
  • Localization

luckcolors, posted Sun Mar 29, 2015 1:25 pm (4192)


OK so i managed to extract all the audio.
================================
|Warning| i'm not responsable if you do this wrong and you damamge your pc
Tutorial
when i write |data_folder| i mean a folder you have chosed as workspace

1 copy all the .resource files from the game to |data_folder|\data
2 open a cmd in the folder and run this command : ren *.resource *.fsb
4 download and install Fmod Designer (Fmod studio will not work!)
5 open Fmod designer and create a new project and save it in the |data_folder|
6 in the event tab delete the untitled event and then do right_click > create new event group |give it a name|
6 Don't close fmod designer! Open with windows explorer |data_folder\data and select all the .fsb files and drop them in the event you created in fmod designer. then wait 2 hours fmod designer take a lots of time importing all the files and don't you worry if the program frezees when finished it will work again
7 choose the compression if you leave pcm (wav you will get wav files)
8 build the project (tick the build bank) it will take 10 min
9 extract the resoulted fsb bank 5gb in the |data_folder| with the fsbext tool from aluigi
10 done
==============================================================================
some tracks are at an abnormal playing speed is there a problem with fsb ext?
  • Author
  • Localization

AlphaTwentyThree, posted Tue Apr 07, 2015 1:46 pm (4377)


Has anybody checked if this really works?
Because if it does... we could be on to something here!
  • Author
  • Localization

AlphaTwentyThree, posted Tue Apr 07, 2015 1:58 pm (4378)


Well ok, the part "drop them in the event you created in fmod designer." doesn't work but if you add a sound def in the according tab and add an fsb with ogg files you can play them. :)
Searching for some kind of export now...
  • Author
  • Localization

luckcolors, posted Tue Apr 07, 2015 10:00 pm (4383)


AlphaTwentyThree wrote:
Well ok, the part "drop them in the event you created in fmod designer." doesn't work but if you add a sound def in the according tab and add an fsb with ogg files you can play them. :)
Searching for some kind of export now...


It works but the program it's very slow at importing it requires more than 10 minutes to import 100 files.
So yeah importing them in the sound defs works anyway this was the first method i've used, i created the event just to be sure that the fsb bank will be builded (at the start i was having problems like the bank not getting builded).
Anyway follow the istructions you still need to build the bank and extract it using fsbext.
\/
From the moment that fsbext can't extract adpcm data correctly (ogg) we use fmod designer to import the FSBs and rebuild a new fsb bank (that will contain all our imported fsb) with a different audio compression like pcm (wav)
so we can extract it later using fsbext and get the playable wav files.

NOTE 1 : don't import too many files in a single bank: this seem to create problems like audio not corresponding to the original imported file name.
NOTE 2 : fsbext works only if you select pcm in : banks > bank00(or whatever bank name you have) > select compression pcm.
  • Author
  • Localization

spider91, posted Tue Apr 07, 2015 11:55 pm (4384)


If each fsb contains only single sound there is a berrer way. Download FMOD Studio Programmer's API, go to FMOD Studio API Windows\bin directory and use fsbankcl.exe to encode ogg fsb to another format that is supported by fsbext. I've already done it on another game. Works perfectly and much faster if you create batch file that will encode each fsb to another fsb and not all into one big fsb.
  • Author
  • Localization

happyend, posted Wed Apr 08, 2015 1:59 am (4386)


spider91 wrote:
If each fsb contains only single sound there is a berrer way. Download FMOD Studio Programmer's API, go to FMOD Studio API Windows\bin directory and use fsbankcl.exe to encode ogg fsb to another format that is supported by fsbext. I've already done it on another game. Works perfectly and much faster if you create batch file that will encode each fsb to another fsb and not all into one big fsb.



How use fsbankcl.exe to encode ogg fsb

Examples???thx!
  • Author
  • Localization

AlphaTwentyThree, posted Wed Apr 08, 2015 7:37 am (4389)


luckcolors wrote:
It works but the program it's very slow at importing it requires more than 10 minutes to import 100 files.
So yeah importing them in the sound defs works anyway this was the first method i've used, i created the event just to be sure that the fsb bank will be builded (at the start i was having problems like the bank not getting builded).

When I drag a file onto the window, I just get the crossed circle meaning that it's not possible...
  • Author
  • Localization

spider91, posted Wed Apr 08, 2015 2:11 pm (4393)


No drag and drop. There is a command line with .list files. Place this batch file into directory with your extracted .fsb files and run. You will get pcm fsb into created pcm directory. (Change fsbankexcl.exe path to your's).

Code:
md pcm
for %%i in (*.fsb) do (
dir /b "%%i" > "%%i.lst"
"C:\Users\spider91\Desktop\Scripts\Tools\FSB\fsb5\fsbankexcl.exe" -format pcm -allow_fsb -o "pcm\%%i" "%%i.lst"
del /f /q "%%i.lst"
)
pause
  • Author
  • Localization

happyend, posted Thu Apr 09, 2015 10:28 am (4414)


hi~spider Multiple FSBs no work?
  • Author
  • Localization

spider91, posted Thu Apr 09, 2015 12:37 pm (4416)


Only for fsb's with single file.
  • Author
  • Localization

AlphaTwentyThree, posted Thu Apr 09, 2015 9:21 pm (4425)


spider91 wrote:
Only for fsb's with single file.

... which does pose a problem in fact. Is there a way to rebuild multi-file FSB (FSB5 that is) files into single archives with FMOD designer? Couldn't figure out how. :\
  • Author
  • Localization

spider91, posted Thu Apr 09, 2015 9:50 pm (4426)


If there is a way to do that i don't know it. I've tried to do that with fsbankexcl.exe, but output only have the first file from original fsb.
  • Author
  • Localization

brendan19, posted Sun May 03, 2015 4:20 pm (5018)


For some reason I can't properly build the FSB banks when I drag and drop them into FMOD Designer.

It used to work fine before but I updated to the latest version and now it doesn't build the soundbank anymore.

I also tried spider91's method using fsbankexcl but that doesn't work for me either.

EDIT: It works now. Not sure what happened there.
  • Author
  • Localization

sigroon365, posted Thu Jun 04, 2015 5:51 pm (5554)


Does anyone know where are font and font index files?
It is hard for me to find it.
Guest
This topic is now closed to further replies.

Account

Navigation

Search

Search

Configure browser push notifications

Chrome (Android)
  1. Tap the lock icon next to the address bar.
  2. Tap Permissions → Notifications.
  3. Adjust your preference.
Chrome (Desktop)
  1. Click the padlock icon in the address bar.
  2. Select Site settings.
  3. Find Notifications and adjust your preference.