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Unity 3d Assets files

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AlphaTwentyThree, posted Sat Mar 28, 2015 9:12 am (4159)


Haoose wrote:
AlphaTwentyThree
Quote:
elif TEMO == "FORM"

TEMO TEMP

Whoops, sorry. ;)
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AlphaTwentyThree, posted Sat Mar 28, 2015 9:14 am (4160)


Here's an updated version of disttype with mp3 added! :D
Code:
startfunction disttype
   string EXT p= ".%d" TYPE
   if TYPE == 21
      set EXT ".mat"
   elif TYPE == 28
      set EXT ".tex"
   elif TYPE == 48
      set EXT ".shader"
   elif TYPE == 49
      savepos MYOFF
      goto OFFSET
      get DUMMY long
      getDstring TEST 4
      if TEST == "         math OFFSET = 4
         math SIZE -= 4
         set EXT ".xml"
      endif
      goto MYOFF
   elif TYPE == 74
      set EXT ".ani"
   elif TYPE == 83
      set EXT ".snd"
      savepos MYOFF
      math OFFSET = 0x14
      math SIZE -= 0x14
      goto OFFSET
      getDstring TEMP 4
      if TEMP == "OggS"
         set EXT ".ogg"
      elif TEMP == "RIFF"
         set EXT ".wav"
      elif TEMP == "FORM"
         set EXT ".aif"
      else
         goto OFFSET
         get TEMP byte
         if TEMP == 0xff
            set EXT ".mp3"
         elif TEMP == 0x49
            savepos MYOFF
            math MYOFF -= 1
            goto MYOFF
            getDstring TEMP 3
            if TEMP == "ID3"
               set EXT ".mp3"
            else
               math OFFSET -= 0x14
               math SIZE = 0x14
            endif
         else # roll back changes
            math OFFSET -= 0x14
            math SIZE = 0x14
         endif
      endif
      goto MYOFF
   elif TYPE == 115
      set EXT ".script"
   elif TYPE == 128
      set EXT ".ttf"
   elif TYPE == 150
      set EXT ".bin"
   elif TYPE == 152
      math OFFSET = 0x10
      math SIZE -= 0x10
      set EXT ".ogm"
   elif TYPE == 156
      set EXT ".ter"
   elif TYPE == 184
      set EXT ".sbam"
   elif TYPE == 194
      set EXT ".tes"
   endif
endfunction
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AlphaTwentyThree, posted Sat Mar 28, 2015 9:51 am (4162)


I've encountered Android games the have split assets archives. Here's a little bit of code that will take care of these (always apply to the *.assets.split0 obviously):
Code:
get EXT extension
if EXT == "split0"
   callfunction combine 1
endif
startfunction combine
   get BNAME basename
   set CSIZE 0
   for i = 0
      string ONAME p= "%s.split%d" BNAME i
      open FDSE ONAME 0 EXIST
      if EXIST == 0
         break
      else
         get SIZE asize
         append
         log MEMORY_FILE 0 SIZE
         append
      endif
   next i
   get SIZE asize MEMORY_FILE
   log BNAME 0 SIZE MEMORY_FILE
   open FDSE BNAME 0
endfunction
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AlphaTwentyThree, posted Sat Mar 28, 2015 11:13 am (4164)


Just made another update on the disttype function above for MP3 files with an ID3 tag at the start. :)
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aluigi, posted Sat Mar 28, 2015 4:36 pm (4171)


Well done, I have updated the script.
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AlphaTwentyThree, posted Mon Mar 30, 2015 1:43 pm (4205)


aluigi wrote:
Well done, I have updated the script.

Hm, what about the split files support?
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aluigi, posted Mon Mar 30, 2015 2:06 pm (4206)


I thought yours is a standalone script.
I think it's difficult to implement it in unity.bms because it reads from file 0, while if you combile the splits you have a memory file or a new local file that probably can't be opened by quickbms because it's in the output folder.
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AlphaTwentyThree, posted Tue Mar 31, 2015 12:19 pm (4236)


Huh? ;)
I've just implemented it and it works perfectly fine:
Code:
get EXT extension
if EXT == "unity3d"
    print "Error: you must use the unity3d_webplayer.bms script for this archive"
    cleanexit
elif EXT == "split0"
   callfunction combine 1
   open FDSE BNAME 0
endif

startfunction combine
   get BNAME basename
   set CSIZE 0
   for i = 0
      string ONAME p= "%s.split%d" BNAME i
      open FDSE ONAME 0 EXIST
      if EXIST == 0
         break
      else
         get SIZE asize
         append
         log MEMORY_FILE 0 SIZE
         append
      endif
   next i
   get SIZE asize MEMORY_FILE
   log BNAME 0 SIZE MEMORY_FILE
endfunction

goto 0

# rest of script
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aluigi, posted Tue Mar 31, 2015 1:47 pm (4238)


Cool, quickbms rocks :)
I have updated the script with minimal modifications to your code but I think it works.
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AlphaTwentyThree, posted Tue Mar 31, 2015 2:09 pm (4240)


aluigi wrote:
Cool, quickbms rocks :)
I have updated the script with minimal modifications to your code but I think it works.

line 264: "append" instead of "ppend" will work slightly better. ;)
Cool thing you implemented my suggestion! :)
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aluigi, posted Tue Mar 31, 2015 2:19 pm (4241)


Ah ah ah, I'm not even good at using copy&paste.
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AlphaTwentyThree, posted Tue Mar 31, 2015 2:21 pm (4242)


lol :D
Don't miss my little post in-between about the error archives. ;)
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aluigi, posted Tue Mar 31, 2015 2:38 pm (4243)


I have fixed the disttype function because you didn't return to the original information offset.
Now it does it automatically so you don't even need to save it and use "goto OFFSET" because it's already done.
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AlphaTwentyThree, posted Tue Mar 31, 2015 4:38 pm (4247)


aluigi wrote:
I have fixed the disttype function because you didn't return to the original information offset.
Now it does it automatically so you don't even need to save it and use "goto OFFSET" because it's already done.

whoops... ;) Thanks for that :)
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happyend, posted Thu Apr 02, 2015 3:43 am (4296)


hi~~aluigi
script not support 5.0.1f1,get some error

offset filesize filename
--------------------------------------
- SCRIPT's MESSAGE:
5.0.1f1

001a8494 104 TYPE_21/DirectionalLight.mat
001a8494 108 TYPE_120/DirectionalLight.120
001a8483 0 TYPE_248/resources_2.248
001a8480 4 TYPE_0/DirectionalLight.0
00198495 0 TYPE_5/resources_4.5
001a8495 4294901781 TYPE_0/resources_5.0

Error: impossible to write 0xffff0015 bytes (total 0xffff0015)
Check your disk space

Last script line before the error or that produced the error:
157 log FNAME OFFSET SIZE
================================================================

offset filesize filename
--------------------------------------
- SCRIPT's MESSAGE:
5.0.1f1

00024004 80 TYPE_150/sharedassets0_0.bin
0000a0c0 106392 TYPE_360/EmptyBrush.360
0000a0b3 0 TYPE_106768/sharedassets0_2.106768
0000a0b0 4 TYPE_0/EmptyBrush.0

Error: incomplete input file 0: D:\Unity 5\sharedassets0.assets
Can't read 4 bytes from offset ffffa0c5.
Anyway don't worry, it's possible that the BMS script has been written
to exit in this way if it's reached the end of the archive so check it
or contact its author or verify that all the files have been extracted.
Please check the following coverage information to know if it's ok.

coverage file 0 0% 107897 73012508

Last script line before the error or that produced the error:
122 get NAMESZ long
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aluigi, posted Thu Apr 02, 2015 6:35 am (4298)


sample?
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aluigi, posted Thu Apr 02, 2015 8:25 am (4301)


Fixed, thanks.
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happyend, posted Thu Apr 02, 2015 2:09 pm (4302)


find script not support load audio streams from .resS files ,get some error

offset filesize filename
--------------------------------------

Error: incomplete input file 0: D:\temptemp\sharedassets0.assets.resS
Can't read 1 bytes from offset b09a98ad.
Anyway don't worry, it's possible that the BMS script has been written
to exit in this way if it's reached the end of the archive so check it
or contact its author or verify that all the files have been extracted.
Please check the following coverage information to know if it's ok.

coverage file 0 0% 16 9443247

Last script line before the error or that produced the error:
52 get DUMMY byte


sample:
http://www11.zippyshare.com/v/w5ekCnz6/file.html
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aluigi, posted Thu Apr 02, 2015 3:10 pm (4303)


That one is an ogg file.
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spider91, posted Thu Apr 02, 2015 3:46 pm (4304)


aluigi

.resS files normally are stored sounds without TOC. All the TOC information seems to be stored in .assets file with the same name. Does your script extract them?
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AlphaTwentyThree, posted Fri Apr 03, 2015 9:44 am (4312)


Use Extractor 2.5 to scan these easily.
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spider91, posted Fri Apr 03, 2015 11:47 pm (4320)


Scanners extract files without names.
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AlphaTwentyThree, posted Sat Apr 04, 2015 10:55 am (4325)


spider91 wrote:
Scanners extract files without names.

resS files don't contain any names. Look at one of those with a Hex editor to see for yourself.
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