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Zero Tolerance for Disrespect

One Piece Straw Wars Pirate Defense [resources.bin]

Featured Replies

  • Localization

Hello, I'm trying to obtain the sprites from the Japan-only, now defunct, mobile game One Piece Straw Wars Pirate Defense. I was able to find the .apk online, and while looking through it, I found a 23 mb file named "resources.bin." I believe this has game spirits, but I have no idea how to extract them from a .bin file.

resources.zip

Solved by Rabatini

  • Supporter
  • Solution
# QuickBMS created by Rabatini
# resources.bin extractor - One piece straw wars pirate defense(Big Endian)

endian big

# Header (12 bytes)
get HEADER_UNK long     # usually 0x20
get DATA_START long     # offset where data starts (end of the file table)
get FILES long          # number of files

# Each entry format:
# u32 NAME_LEN (in this case it's 0x34)
# char NAME[NAME_LEN] (null-terminated / padded string)
# u32 OFFSET (absolute)
# u32 SIZE

for rip = 0 < FILES
    get NAME_LEN long
    getdstring NAME NAME_LEN
    get OFFSET long
    get SIZE long

    log NAME OFFSET SIZE
next rip


This should extract all files.

 

ONEPICIEMOBILE.zip

Edited by Rabatini

  • Author
  • Localization

Thank you so much, this worked! Looks like a majority of sprites are missing; they may have been assets that were downloaded on a server before the game was shut down. However, in the .bin are multiple .ssa and .ssi files, the .ssa may have sprites if someone could possibly take a look at them.

New folder.zip

  • Supporter
19 hours ago, redtarp said:

Thank you so much, this worked! Looks like a majority of sprites are missing; they may have been assets that were downloaded on a server before the game was shut down. However, in the .bin are multiple .ssa and .ssi files, the .ssa may have sprites if someone could possibly take a look at them.

New folder.zip 371.47 kB · 2 downloads

SSA do not have Sprites.

SSA (SSAD) is a 2D animation file format based on "parts" (similar to bone/skeletal animation). It does not contain the actual images; instead, it references specific crops (AREA) within an atlas (typically a large .png file). Each PART defines a component of the character or UI:

NAME: The name of the part (e.g., head, eye, arm).

AREA: The rectangle (x, y, w, h) within the atlas.

ORGX/ORGY: The pivot or anchor point of the piece.

Tracks (POSX/POSY, ANGL, SCAX/SCAY, TRAN, HIDE): Curves per frame defining position, rotation, scale, transparency, and visibility.

PRIO: Draw order (layers).

MYID/PAID: Hierarchy; defines the "parent-child" relationship (e.g., "I am a child of X") so parts move together.

Here some examples of your pngs using SSA to form animations

Spoiler

of_bu_01_02a.gif.bd1b8e65ea052217b875fff1e07f39d0.gif

Spoiler

gameover_03.gif.027b4709bb62205ddba826b85c4b98d1.gif

Spoiler

round_start.gif.6b1a642d72851ec8a025ed06c8065a0c.gif

Spoiler

df_ch_01_04a.gif.a9acec78f81d2989d62bfc1eaf16d5b6.gif

 

Edited by Rabatini

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