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UABE
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I want to learn how to data mine games I enjoy, such as Animal Jam Classic, but I’m not sure where to start.
If you're lucky, the developers will have used a standard format to store their assets and you can just use an existing asset extractor to do the dirty work for you: Unreal, Unity, and Flash (.swf) are some of the most popular ones.
- Can someone pull this 3D model from the assets and send it to me? I want to make a 3D printed keycap.
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How do I use custom menu image & custom color/font of the Clone Hero, as shown in the image?
I don't understand a single word but Unity Assets Extractor - https://github.com/SeriousCache/UABE/releases/tag/v3.0-beta1
- How to make mods?
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How do I unbundle a .bundle file on a mac?
Maybe this: https://github.com/SeriousCache/UABE/releases/tag/v3.0-beta1 (I would download the 64-bit if you created a 64-bit Wine bottle).
- Learning how to mod
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Are there any mods that allow you to use the more advanced towers on older hulls? (Also other thoughts...)
Modding UAD is a bit of a hassle. You need an Asset Bundle Extractor to open the resource.assets file. This is the one I use/ was shown Then export specific files to .txt files and edit them with a program like Notepad ++.
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Help with translating Pathologic 2
The fonts are stored in Unity AssetBundles, which are a huge pain to edit, but I think they should support non-standard letters (you can always try putting some in a line you know vs. a line containing only standard ones, and see if anything breaks). Likewise, some of the UI text (for example, loading screen tips, and the [E] Use etc. keybinds) is stored in an additional English or Russian localization file bundled inside Pathologic_Data\resources.assets. You'll have to use a tool like UABE to find and export either "english.txt" or "russian.txt" from this asset bundle, edit that text file, and then use UABE again to replace the file within that bundle.
- How to access game files?
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Could someone rip the ARB audio files for me please?
I think they’re Unity asset bundles, so something like this might help, but I don’t really know: https://github.com/SeriousCache/UABE
dnSpy
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Crashing when loading up save
Protip: Use a debugger like dnSpy or Visual studio to trace the source of error, by stepping the program line by line. You can restart with dnSpy attached.
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Me and my friend were messing around in the public test when we found items like "odins cape" and "odins hood", but anytime we tried to equip them this message popped up. Is paid DLC coming to valheim?
Download dnSpy, Open the file "assembly_valheim.dll", Select view and then Assembly Explorer, search for DLCMan class (if you have trouble there is a search tool in the top bar, doing so you'll find the whole class), went to the correct lines (50, 79, 97 even if for me it was actually 98), right click on edit method/class (might be better to use method) and change the " return false; " to " return true; ". After the process compile again and there you have it.
- How to make mods?
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Simple mod to disable pausing
To inspect the code, I recommend dnSpy. https://github.com/dnSpy/dnSpy You want to run it on the Assembly-CSharp.dll file from _Data/Managed. Then you can view the source code. I searched the entire project for the word "pause" until I found something that looked relevant. Luckily, the code for this game is pretty well written and well laid out.
- Learning how to mod
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Stop-Computer @ specific time
It's dnSpy.
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Heisting 20M Dollars' Worth of Magic: The Gathering Cards in a Single Request
Great question! The tool I used, DNSpy, has the ability to patch in opcodes. So I just put in the instructions needed as essentially assembly, and I did so by just writing bytes into the existing executable. The two I used were ldc.i4 to put an integer onto the stack, and then mul to multiply it with the existing value.
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Is it possible to use GHIDRA to decode .NET ? (1 lvl crackmes with solution, but not in GHIDRA)
.NET is super easy to reverse, you don't need Ghidra, go try dnSpy, that should do the trick.
- [Valheim] Remplacer la touche Z (débogage fly) par une autre clé
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Absolute Beginner's Guide to making a mod?
Code Creation. Unfortunately, I don't have more information on the code of the game. This is the part I need help with. I'm quite familiar with HTML, CSS, and Javascript, but haven't really touched C#. The best that I've managed is opening Kitchen.Common.dll and KitchenMode.dll in dnSpy (https://github.com/dnSpy/dnSpy) and looking at the class and struct names, recognizing that some of the contents of those dll files which start with C, like CAppliance, are components of entities in the game, and can be used to retrieve entities somehow. I have no idea how to use the classes, like GrabItems or CreateNewMesses. Who knows if either of those do anything? Oh, and making an item or appliance? No idea.
What are some alternatives?
UABEA - c# uabe for newer versions of unity
ILSpy - .NET Decompiler with support for PDB generation, ReadyToRun, Metadata (&more) - cross-platform!
UtinyRipper - GUI and API library to work with Engine assets, serialized and bundle files
Fody - Extensible tool for weaving .net assemblies
Wwise-Unpacker - Unpack game audio Wwise files (pck, bnk)
dnSpy-Unity-mono - Fork of Unity mono that's used to compile mono.dll with debugging support enabled
AssetStudio - AssetStudio is a tool for exploring, extracting and exporting assets and assetbundles.
Mono.Cecil - Cecil is a library to inspect, modify and create .NET programs and libraries.
Uber Apk Signer - A cli tool that helps signing and zip aligning single or multiple Android application packages (APKs) with either debug or provided release certificates. It supports v1, v2 and v3 Android signing scheme has an embedded debug keystore and auto verifies after signing.
Il2CppDumper - Unity il2cpp reverse engineer
NoahGameFrame - A fast, scalable, distributed game server engine/framework for C++, include the actor library, network library, can be used as a real time multiplayer game engine ( MMO RPG/MOBA ), which support C#/Lua script/ Unity3d, Cocos2dx and plan to support Unreal.
AssetRipper - GUI Application to work with engine assets, asset bundles, and serialized files