Import scrips to decompile web exe files

General discussion about Atmosphir.
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markb
New Member
Posts: 8
Joined: October 4th, 2014, 11:38 pm

Import scrips to decompile web exe files

Postby markb » July 22nd, 2016, 10:09 pm

Unity Web Player (unity3d files) (script 0.2)
# thanks to Chipicao for additional info
# script for QuickBMS http://quickbms.aluigi.org

endian big
comtype lzma86head
idstring "UnityWeb"
get DUMMY long
get VER1 byte
get VER2 string
get VER3 string
get SIZE long
get DUMMY short # not supported at the moment
get OFFSET short

get DUMMY long
get ENTRIES long
for i = 0 < ENTRIES # last entry remain saved
get ZSIZE long
get SIZE long
next i
get LAST_OFFSET long
get DUMMY byte

get NAME filename
string NAME += "_unpacked"
#unpacker only
#clog NAME OFFSET SIZE SIZE
set PATH string NAME

clog MEMORY_FILE OFFSET ZSIZE SIZE
get FILES long MEMORY_FILE
for i = 0 < FILES
get NAME string MEMORY_FILE
get OFFSET long MEMORY_FILE
get SIZE long MEMORY_FILE
set FNAME string PATH
string FNAME += /
string FNAME += NAME
log FNAME OFFSET SIZE MEMORY_FILE
next i

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markb
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Posts: 8
Joined: October 4th, 2014, 11:38 pm

Re: Import scrips to decompile web exe files

Postby markb » July 22nd, 2016, 10:10 pm

# Unity Engine assets extractor (script 0.2.4)
# written by aluigi
# type distinction, split files combining and sound resource retrieval by AlphaTwentyThree
#
# It supports the following versions and probably others:
# 6 used in Unity ??? (probably 2.x)
# 8 used in Unity 3.x
# 9 used in Unity 4.x
# 0xe used in Unity 5.x
#
# Press 'r' when QuickBMS will ask you to overwrite existent files!
# That's necessary because some resources have the same name
#
# The script will extract the resources in folders having the file type as name
# so it's more easy to edit and identify the files of the same type
#
# script for QuickBMS http://quickbms.aluigi.org

math GUESS_NAMES = 1 # set to 0 to avoid possible rare problems
# or if you are sure that there are no names

quickbmsver "0.6.7"

# from my tests:
# - all the mainData are nameless
# - only some *.assets are nameless
# I have not found a point where it's written if a resource is nameless or not
get FULL_NAME filename
if FULL_NAME == "mainData"
math GUESS_NAMES = 0
endif

get EXT extension
if EXT == "split0"
callfunction combine_splits 1
open FDSE BNAME
endif

endian big

getdstring SIGN 8
if SIGN == "UnityRaw"
get ZERO long
get DUMMY byte
get VERSION_STRING string
get VERSION_STRING string
for x = 0 < 9
get DUMMY long
next x
get ENTRIES byte
savepos BASE_OFF

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bionicnacho
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Posts: 5684
Joined: October 30th, 2012, 7:11 am
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Re: Import scrips to decompile web exe files

Postby bionicnacho » July 23rd, 2016, 9:26 pm

What exactly is this for? What's it supposed to do?

Probably would be a good idea to describe what you're posting first before just dumping a script here.
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accoca
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Posts: 24
Joined: January 27th, 2019, 4:16 am
Location: Croatia
Design Competitions Voted: 0
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Import scrips to decompile web exe files

Postby accoca » February 3rd, 2019, 2:49 am

Are there any plans to update Titan to allow importing of files created with the latest Capture version Nexum, v23?

If so, when?

I use the latest Capture version, cant import my show file, so now have to downgrade to produce an earlier version that will import


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