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Steven Universe: Attack the Light Graphics Organization?
#16
analysis of first hex-named file:

91 00 00 10 48
‘...H
145,0,0,16,72
offsets 3-7

09
.
9
offset b

10
.
16
offset 0e

34 2E 36 2E 34 66 31 00 0D
4.6.4f1..
(this is probably a version number or something)
offsets 14-1c

01
.
1
offset 28

01
.
1
offset 2c

48
H
72
offset 34

FF FF FF FF 72
ÿÿÿÿr
255,255,255,255,114
offsets 38-3c

02
.
2
offset 42

73 68 61 72 65 64 61 73 73 65 74 73 30 2E 61 73 73 65 74 73
sharedassets0.assets
(file reference)
offsets 59-6c

65 61 38 37 65 39 35 62 62 65 37 64 65 34 34 35 31 61 65 34 30 65 63 63 65 61 39 35 61 38 66 62
ea87e95bbe7de4451ae40eccea95a8fb
(file ref...)
offsets 83-a2

a LOT of 00's
(no data, this is probably free space)
0
offsets a3-1007

01 00 00 00 01
.....
1,0,0,0,1
offsets 1008 - 100c

FB 01 00 00 25 00 00 00 74 6B 32 64 5F
û...%...tk2d_
251,1,0,0,37,0,0,0,116,107,50,100,65
offsets 1010-101c

65 61 38 37 65 39 35 62 62 65 37 64 65 34 34 35 31 61 65 34 30 65 63 63 65 61 39 35 61 38 66 62
ea87e95bbe7de4451ae40eccea95a8fb
(file...)
offsets 101d-103c

02
.
2
offset 1040

file: 0a20ce05e01374d819fb19a14806a55a

edit-re-write:
have Ploaj make a utility built to these specs:
1- use attached files as a search lookup table
2- scan every file, especially the hex-named ones, byte by byte, if necessary
3- log matches and the offsets they're found at
4- log any non-zero bye as hex, dec, and ascii

I'm gonna go look at file 0a20ce05e01374d819fb19a14806a55a now...
It's got a lot more data than that first one


Attached Files
.txt   attacklightdata.txt (Size: 43.14 KB / Downloads: 446)
.txt   attacklightassets.txt (Size: 2.91 KB / Downloads: 173)
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#17
[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...
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#18
Yea I noticed the leftover stuff on the graphics, too. What I'm wondering about is that some of the graphics, like the Prism enemies, animate in-game and the graphic assets don't really have extra frames or graphics to reflect that. So I'm wondering how would one animate these like in the game?
[Image: sweet-capn-cakes-deltarune.gif]
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#19
(08-14-2015, 02:18 PM)Mighty Jetters Wrote: Yea I noticed the leftover stuff on the graphics, too. What I'm wondering about is that some of the graphics, like the Prism enemies, animate in-game and the graphic assets don't really have extra frames or graphics to reflect that. So I'm wondering how would one animate these like in the game?

could be a bug, too...
as for the lack of animations... it's probably a color transform...
a lot of games do that...
it'd make sense for this one, because they do that pulsating thing...
there'd be MORE sprite sheets if that weren't encoded elsewhere...
idk how the game does it, but i'm willing to bet saturation and lightness transforms would create this effect
i would base this on I've done it before when messing with a texture in sketchup...quite recently, actually


anyways, talked with my friend, he analyzed a few things...

those hex files probably were generated by unity...
or at least, some of their data could have been...
the version number is almost certainly to do with unity...

there's also all kinds of interesting data in them, some more than others.
He's suggested to me there could even be an audio file embedded in one

However, he's not knowledge-able enough about unity to know exactly what to do with these files...
He has suggested, given that unity compiles to c# (which decompiles fairly easy, apparently) to maybe try decompiling some of those as c# binaries or something

Another thing, all the 00's in those files could even be the remnants of deleting content from them...
It maybe wouldn't hurt to check the game's actual code, even...


Also, I've noticed when viewing the contents of those .assets files, .ani files
And I'm guessing those are not "animated cursors" ...
I wouldn't be surprised if some of these contained something, either...
Their file extension certainly suggests SOMETHING in the nature of an animation
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#20
ok, so the color transforms could be in the .shaders files

i did a quick comparison of the attack the light .ani files and a legit .ani animated cursor...

I'm almost positive these aren't ani cursors...
still no clue on the format, though...
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#21
Are you using Unity Studio any on the files? That doesn't reveal all the data we need if we actually want animations of any kind, but it does seem to help point out associated files like what you found, and contains many of the images used in the game, just not actually separated or in any human-usable layout. My first guess is the animations would be in some kind of common Unity animation format just stuck inside with the rest, but I dunno...
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#22
(08-14-2015, 07:00 PM)Dinner Sonic Wrote: Are you using Unity Studio any on the files? That doesn't reveal all the data we need if we actually want animations of any kind, but it does seem to help point out associated files like what you found, and contains many of the images used in the game, just not actually separated or in any human-usable layout. My first guess is the animations would be in some kind of common Unity animation format just stuck inside with the rest, but I dunno...

haven't the means to do that...
pretty sure this computer is below specs...

hmm....
what have you been able to find?
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#23
well, some of my analysis of those random files did find something (which i didn't bother to right down...ugh) interesting

i forgot what the rest of it was, but it was suffixed by @2x

This might more positively explain the duplicate files, thing...

They're probably either tied to optional "hd" graphics settings, or it's a compensation measure for dpi/ppi settings and all that fun crap... (since most screens no longer use a standardized setting for that, i find it annoying, one more thing to address both when extracting, and creating, graphics)

I started to organize the graphics files so I can better compare duplicates to each other, but some don't have duplicates (far as i can tell) Is it possible that anything has been missed? (also, I did extensive searching for certain things, and I can't find them, but hard to know for sure with these sheets laid-out as they are

I still don't know what to do about them, you could just export the largest ones, but I think finding out how these fit together should come first. What I said earlier about the multiple enemy sizes is correct, so those may actually use multiple sized files, but we obviously have no way of telling yet what the situation really is... /:

Lastly, minor correction, my friend specifically meant trying to decompile the game's code to see how it reads those files...  He said it in a way I mis-interpreted it, sorry... Those files probably don't contain any form of code...

That's all...
I'm off to bed now

later I'll check-out more things, and try to find that piece of information I discovered earlier
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#24
Oh, I've played the game a good bit recently and know for a fact that the larger scale enemies are larger, stronger versions and will be submitting those as well. I originally thought they were duplicates as well but upon closer examination/comparison between "duplicates" I've found that they really aren't. I didn't know that was causing so much confusion. @___@
[Image: sweet-capn-cakes-deltarune.gif]
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#25
(08-15-2015, 09:13 AM)Mighty Jetters Wrote: Oh, I've played the game a good bit recently and know for a fact that the larger scale enemies are larger, stronger versions and will be submitting those as well. I originally thought they were duplicates as well but upon closer examination/comparison between "duplicates" I've found that they really aren't. I didn't know that was causing so much confusion. @___@

ok, but what about the fact some of the map/level sprites have duplicates with varying sizes?
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#26
So, I've extracted the content of every sharedassets file, then cleaned-out the .tex , and sharedassets.<whatever> , and .mat files...

that leaves just exported .dds (of wrong colors... >.>) .ani , and .shader files

I also removed the sounds, since the music is included, and i read something about that not being ok to share/rip?

the .shader files are all plaintext, but idk what to do with them, i'd ask someone who knows how to use/make shaders to take a look at them, if you need any of their effects re-created

there are two versions, and one is slightly incomplete due to filename issues... i'll try to fix that later, i am rushed to get these out...

the first is as i exported and sorted them originally, and the second is merged all together, sorted only by filetype...
mered is the one that caused me issues copying duplicate files, i'll fix it when/if i return...
(hopefully my dad doesn't crash this computer....)


the .dds files probably aren't use-able, unless colors are corrected, but i mainly exported them to check if anything may have been missed. idk why the colors are wrong, the viewer/extractor i used could've done it...

links:
http://crystalien-redux.com/unrelated/ET...%20(2).zip
http://crystalien-redux.com/unrelated/ET...merged.zip

hope this helps?

note: skipped sharedassets folders had either only sounds, or only sharedassets.<x> files, so i either didn't export them, or i omitted them for the potential legality/copyright issues. Not having those sharedassets files seems to quite significantly cut-down on the filesize, and i'm assuming they're not important, anyways (hope they're not...)
note2: i may upload the sounds when i sort them between music and sound effects, unless it's actually ok to upload them all, then i'll get those up real fast, should someone want them.


anyways, i was gonna try looking at the .ani files, now that i have them all together, but i will be afk for an unknown amount of time, now... >.>

That's all...
I'm off, now
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#27
I think I remember seeing duplicates for the level graphics... I don't know about that. I can compare them and decide what to do once we figure this stuff out.

As for the sounds yea don't worry about 'em. I've got them all, ready to submit once I get around to it.
[Image: sweet-capn-cakes-deltarune.gif]
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#28
(08-15-2015, 05:08 PM)Mighty Jetters Wrote: I think I remember seeing duplicates for the level graphics... I don't know about that. I can compare them and decide what to do once we figure this stuff out.

As for the sounds yea don't worry about 'em. I've got them all, ready to submit once I get around to it.

k

well, i'm gonna take a look at the ani files...

are you going to submit only the sound effects? or everything?
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#29
Just the sound effects and voices, because music isn't allowed on The Sounds Resource.
[Image: sweet-capn-cakes-deltarune.gif]
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#30
(08-15-2015, 06:57 PM)Mighty Jetters Wrote: Just the sound effects and voices, because music isn't allowed on The Sounds Resource.

k
well, no breakthroughs or anything, but i'm kinda starting to find possibly structure-related things about these files....
They're not always consistent, however...

What's the status on Ploaj?
he still too busy to take a look?
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