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★ URGENT! ★ Sonic Runners Needs Ripping
#61
(06-05-2016, 02:12 PM)nobody231 Wrote:
(06-05-2016, 02:02 PM)Kawasuzu Wrote: The e1 material is already there. You just need PVRTexTool to convert it to png.

No, I mean the 3D material... Not the texture. You know, material as in holds all the custom shading settings, and the textures.

As far as I know, you apply the e1 texture to the reflection part of the metal.
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#62
By the way do we have all the event stages, models, and sprites.
Like for example the pearls, gold, power rings, candy that replaced the rings during some events that took place?

And does anyone have a list of all the versions/updates for sonic runners because I cannot find one ant it would be helpful to know when doing all of this.

Lastly  I believe that from my ios sonic runners that I have the Genesis, pumpkin chao, skull chao, merlina, NiGHTS, RC Moon Mech, and maybe one of the red crystal monsters. But I will have to check in just a bit to be sure. If I do I will try and figure out how to get he files.

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#63
I've managed to get the files for a few more buddies, and combined the actual data with the data in the apk itself.

Here's the latest package that I have created.

As of this package, these should be the only missing left:

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#64
(06-05-2016, 02:15 PM)Kawasuzu Wrote:
(06-05-2016, 02:12 PM)nobody231 Wrote: No, I mean the 3D material... Not the texture. You know, material as in holds all the custom shading settings, and the textures.

As far as I know, you apply the e1 texture to the reflection part of the metal.

Yep. Unfortunately, the metal material didn't show up, so I had to custom assign it.

(06-05-2016, 02:20 PM)Yarcaz Wrote: Lastly  I believe that from my ios sonic runners that I have the Genesis, pumpkin chao, skull chao, merlina, NiGHTS, RC Moon Mech, and maybe one of the red crystal monsters. But I will have to check in just a bit to be sure. If I do I will try and figure out how to get he files.

If you have the iOS version, depending on how updated you are, you may have to jailbreak your device to get the files.
Some guy who just lurks this place nowadays.
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#65
(06-04-2016, 11:29 PM)nobody231 Wrote:
(06-04-2016, 11:14 PM)Yarcaz Wrote: I think/hope that this should help.
https://www.youtube.com/watch?v=Y7QXVfFLCmo

May help, but Blender doesn't support ASCII FBX files, so I have to waste time on conversions.
EDIT: The FBX was blank. Didn't help. Sad
Double EDIT: Welp. I'm stupid
I selected the entire UnityCache folder, and found the Model archives.

Using Unity Studio:

Select Model In the File Tree
Export> Selected 3d Objects

Open up Noesis
Pick the Model you converted to FBX ONLY!
Export as a dae, and flip UV's
Open in blender and apply textures. (Use PVRTexTool for the *.pvr's)
Enjoy
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#66
(06-05-2016, 07:21 PM)Anex Wrote:
(06-04-2016, 11:29 PM)nobody231 Wrote:
(06-04-2016, 11:14 PM)Yarcaz Wrote: I think/hope that this should help.
https://www.youtube.com/watch?v=Y7QXVfFLCmo

May help, but Blender doesn't support ASCII FBX files, so I have to waste time on conversions.
EDIT: The FBX was blank. Didn't help. Sad
Double EDIT: Welp. I'm stupid
I selected the entire UnityCache folder, and found the Model archives.

Using Unity Studio:

Select Model In the File Tree
Export> Selected 3d Objects

Open up Noesis
Pick the Model you converted to FBX ONLY!
Export as a dae, and flip UV's
Open in blender and apply textures. (Use PVRTexTool for the *.pvr's)
Enjoy

as i said in my double edit
I FIGURED IT OUT
Some guy who just lurks this place nowadays.
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#67
See the shaders for verifying if there are specular maps.
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#68
Out of interest was anyone able to extract the game story?

It would be really good if it was possible to extract the Puyo Puyo and Easter event stories as these aren't on YouTube, so it looks like they will be lost forever. (It's like lost episodes of a TV show!) From memory, I think both these stories confirm new things about the Sonic universe, so they would be good to perserve.
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#69
The game story is stored in Unity scenes, only Disunity can extract them.
Events files are deleted after they finish (if the user delete the cache), so only backups from the event time can extract stories.
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I found that a script can change the value of items in the final score :
[Image: y3mSYROXo-QG9uRGpDoX6mRVzdWPjgvoHU-HF-jW...pmode=none]
Interesting...
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And Sonic Runners use AES cryptage... and the cryptage keys are in the script !!!

And the version of Unity used in the last update are 4.6.9f1 .
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#70
(06-07-2016, 04:57 AM)iyenal Wrote: The game story is stored in Unity scenes, only Disunity can extract them.
Events files are deleted after they finish (if the user delete the cache), so only backups from the event time can extract stories.
________________________________________________________________________________________________________

I have back ups of the game when the events were running. I can post them if it helps. What's Disunity? I googled it, but couldn't find anything.
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#71
You have backups with data ? Here's the tutorial for Disunity : http://www.unityninja.net/t879-decompili...layer-file
Go directly to the 13 step without using the .UNITY3D file (command : EXTRACT data folder).
For this you have to use the first SPLIT file.
After creating the project open the scenes in Unity, you will see (normally) the scenario.
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Unity Assets Bundle Extractor can also open data of Sonic Runners.
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#72
(06-07-2016, 08:58 AM)big_smile Wrote:
(06-07-2016, 04:57 AM)iyenal Wrote: The game story is stored in Unity scenes, only Disunity can extract them.
Events files are deleted after they finish (if the user delete the cache), so only backups from the event time can extract stories.
________________________________________________________________________________________________________

I have back ups of the game when the events were running. I can post them if it helps. What's Disunity? I googled it, but couldn't find anything.

Yes it will help we need any and all data from the events!
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#73
I have ripped (Disunity) the egg mobile and eggman model, wisp sprites, coin sprites, effects sprites, objects and levels models.

@big_smile I have see the event text, it's crypted, here a fragment : (text_event_common_text_fr file), maybe AES cryptage (the keys are in the scripts)...

k9WefrMSDhgV0y3s/0XwwbY9bC5OP2pDjEDhHp2YGViNn4/03GPziuFmYRbVgl9D/iBzd4ukpNlAQ9QHnxXRw1Q0b0Wq1AmeOpPlANuaMutFNs2dGu16AHTdScaTUDSCcR2DTReM4t72M9fn5irZJQ8K0aeKmm/C84HKwfyP2QJ1/K/d5uBKlRFQgWCFN0782kSnaFRuQDJUt7y71IYnZqXEnzOwIi3ufHMEadZo5LS8ZkADNUyrqOwHkIy2ICqhKyhueVJiWKbzpuChZ7hjQGXz2o8eqRaBCnwzhSJ1T5lxRrIchT3AP3pKouU/9WTgh1btk2m1xEFLaBz
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#74
Quote:Yes it will help we need any and all data from the events!

Here: I made regular back ups starting from the soft launch until the global launch:

http://sonic3remastered.com/sonicrunners.7z


Quote:@big_smile I have see the event text, it's crypted, here a fragment : (text_event_common_text_fr file), maybe AES cryptage (the keys are in the scripts)...
I think decrypting might be a bit beyond me, but I will try and play with it.
Hopefully we can get the Puyo and Easter stories. (I'm kicking myself for not screencapping them at the time, especially as they confirm a few things about the Sonic universe). 
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#75
(06-07-2016, 09:07 AM)iyenal Wrote: You have backups with data ? Here's the tutorial for Disunity : http://www.unityninja.net/t879-decompili...layer-file
Go directly to the 13 step without using the .UNITY3D file (command : EXTRACT data folder).
For this you have to use the first SPLIT file.
After creating the project open the scenes in Unity, you will see (normally) the scenario.
___________________________________________________________________________________________________________
Unity Assets Bundle Extractor can also open data of Sonic Runners.

TBH, Disunity and UABE are absolute crap, and really don't provide much support for any Unity versions well. Here's what I use, I don't know if it'll help, but it's way easier than anything I've used:
https://github.com/RaduMC/UnityStudio

Literally the easiest thing. Load the entire FOLDER of the folder labeled "Data", it automatically searches sub-directories etc. As well, theres support for extensionless files such as "Level #" or the custom asset bundles. As well, it exports meshes with corresponding textures. Always choose to export to FBX, as the Collada DAE is messed up. Convert through NOESIS to a .dae, and flip the UV's. The end! ^.^
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