Posts: 20
Threads: 8
Joined: Jan 2018
07-16-2019, 02:44 PM
There is a way to open the files with the extension ".bobj", there are also files ".plist" and ".png" that the ".plist" files are to be able to separate the spritesheet and the .bobj are for your animation but Is there any way to extract or open the information from .bobj?
Goeniko.zip (Size: 650.41 KB / Downloads: 142)
Posts: 609
Threads: 26
Joined: May 2008
Looking at the file in a hex editor, doesn't look terribly complex. Whatever that game is, surely that's not the smallest PNG+plist+bobj combo? Can you send a smaller (Well, the smallest) sample for analysis?
Once there was a way to get back homeward
Posts: 20
Threads: 8
Joined: Jan 2018
07-18-2019, 01:01 AM
(This post was last modified: 07-18-2019, 01:02 AM by kusanagiruiz.)
(07-17-2019, 01:53 AM)Raccoon Sam Wrote: Looking at the file in a hex editor, doesn't look terribly complex. Whatever that game is, surely that's not the smallest PNG+plist+bobj combo? Can you send a smaller (Well, the smallest) sample for analysis?
Yes, there is it!
jsdtouimage.zip (Size: 9.49 KB / Downloads: 133)
Posts: 609
Threads: 26
Joined: May 2008
hum. It's actually more complex than I thought, after all.
The only lead I've got right now is the .fla identifiers in the bobj but not much else, sorry :C
Once there was a way to get back homeward
Posts: 20
Threads: 8
Joined: Jan 2018
(07-18-2019, 09:54 AM)Raccoon Sam Wrote: hum. It's actually more complex than I thought, after all.
The only lead I've got right now is the .fla identifiers in the bobj but not much else, sorry :C
Do not worry, the attempt was made, I will try with the hex editor to take out the coordinates and with that, assemble the animations! Even if someone else knows how, I will be grateful!