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Tool GAME RIPPER (decrypt and extract Ren'Py, Godot, Unity, Unreal, WolfRPG, RPGM XP/VX/Ace/MZ/MV, SRPGStudio, Bakin, PGMMV, GMS, APK, JAR, WASM, EXE etc.)

5.00 star(s) 1 Vote

justaplayer69

Member
Nov 29, 2023
292
335
Thanks for the update. Adding the Bakin support is great news. Having consistent directories is also nice.
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Got my hopes up with the Bakin support and tried it on two games.
Yeah, I've asked for games to test with, and all I got was this one (which is fine, just nowhere near enough samples).

It didn't work for tested games, but I found out that got an update recently and it worked.
I've compared my implementation with that one (I mean with the latest) to verify. Should be the same.

Providing game downloads and info below.
Thank you very much, they are downloading now, I'll take a look!

Crash.
corrupted archive, resource offset @36237b16 does not match zip end @0004015a
That's not a crash, but a proper error message. And it seems to be valid, I'll take a closer look once the sample game has downloaded.

Only Info tab is available
This means no image assets were found (either because there's none, or they are using some obscure format). I'll look into this too.

Hope this helps. Please let me know if you need anything else.
Thank you so much! Example games that I can test with was what I needed the most.
 

justaplayer69

Member
Nov 29, 2023
292
335
The latest BakinExtractor worked on both games.
Except it most certainly does not. Pink light has 1.0 as pak version and yet there's an additional byte in the header (which BakinExtractor only considers if pak version would be 1.1, but it's not). I've added some heuristics for this.
Pink Light didn't get exported into plain pngs though, exported files required KastViewer from release of BakinExtractor
Except it most certainly does not. KastViewer uses an invalid header size for version 1.0 and incorrectly identifies the pixel formats (see ). It does not support 1.1 at all.

From the limited samples I have, I've reverse engineered the .kast files, the XETK 1.0 format (all, except one pixel format is working). I've tested it with your game, but I've also downloaded the test games from Bakin's website. It turned out that XETK already has an (of course incompatible) 1.1 variant... Nevermind, I've added support for that as well. It seems there's no new pixel format code, just a different header size.

I'm still not 100% sure if I got all format/flags/RGB-BGR combinations correctly, but seems okay with Pink light, BakinDRPGSample_en, BakinSample_en, Holehole and Embarrassed Shina-chan. One pixel format (format = 0x0A, unknown3 = 2, flags = 1/1/1 combination) is known to be using BC3 decoder while it should not.

Windows: https://attachments.f95zone.to/2025/04/4785525_gameripper-windows.zip
Linux: https://attachments.f95zone.to/2025/04/4785528_gameripper-linux.zip
Source: https://attachments.f95zone.to/2025/04/4785529_gameripper-src.zip
Repo: codeberg.org/gameripper/gameripper

Could you please give a try to this version?
 
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Apr 29, 2022
128
235
That's not a crash, but a proper error message. And it seems to be valid, I'll take a closer look once the sample game has downloaded.
App suddenly closed with no message, so it seemed like a crash, with error message only being displayed in the log file (if logs are enabled).

Actually, so far I couldn't find any .kast images in Pink light that KastViewer could display at all, so any help would be appreciated.
Not sure if it helps, but here's what I got (from the point of software user).
You don't have permission to view the spoiler content. Log in or register now.

I was unable to find any doc on this format either, what I could figure out is as follows:
<...>
<...>
1745000534786.png
Thank you for looking into this.
 

justaplayer69

Member
Nov 29, 2023
292
335
So I narrowed down kast files to 4 image textures (by removing other kast files), and extracted them.
Here's a zip with 4 kast files, file path list (kast path, image path), and extracted images (placed them in the same folder as kast file)
Again, no idea if that helps, but that's what I could think of here.
Thanks, but you're a bit late.

GR already supports .kast images, and lot more variant than KastViewer (it's not just KastViewer misidentifies lots of variants, it does not support 1.1 while GR does).
gr.png

EDIT: okay, I got the last piece in place (turned out I miscalculated one of the header fields offsets, fixed). Now all pixel format variants work perfectly, please check out this latest GR version!

Windows: https://attachments.f95zone.to/2025/04/4786401_gameripper-windows.zip
Linux: https://attachments.f95zone.to/2025/04/4786402_gameripper-linux.zip
Source: https://attachments.f95zone.to/2025/04/4786403_gameripper-src.zip
Repo: codeberg.org/gameripper/gameripper
 
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justaplayer69

Member
Nov 29, 2023
292
335
Thanks for the bugreport!
Thanks.
No more abrupt app exit when dropping whole HOLEHOLE directory and CGs/sprites are picked up in the viewer for Pink Light. Nice.
:thumbsup:
[bakin bug] No sprites when drag-and-dropping the Bakin game again
Oooops, forgot to reset the encryption key autodetection. Fixed.
Extracted files from HOLEHOLE look like this. Pink Light does similar result.
This is the same issue. Without the correct encryption key you got garbage file names. Fixed.
[bakin bug] gameripper doesn't pick up some png sprites from HOLEHOLE
This was an uncompressor error. It seems some compressed assets have a zlib header, others don't... Fixed.
[rpgm bug?] gameripper tries to crawl game saves
That's rgssa, and no, that's not a bug. Save games are technically the same as the asset packs, no way of telling until you parse 'em (they also have .rvdata or .rvdata2 extension and are serialized Ruby objects).
If there are savegames (Save01.rvdata2, Save02.rvdata2) next to the Game.exe, gameripper spends additional ~20-30 seconds per savegame seemingly trying to crawl them
Yeah, this file has an unknown Ruby marshall token, nested in a hash table nested in an array... That's why it took so long, because it was doubly nested. I've fixed this, unknown tokens now cancel all higher level nodes too, so bails out immediately.

Here's the new version, please give it a try:

Windows: https://attachments.f95zone.to/2025/04/4790798_gameripper-windows.zip
Linux: https://attachments.f95zone.to/2025/04/4790801_gameripper-linux.zip
Source: https://attachments.f95zone.to/2025/04/4790802_gameripper-src.zip
Repo: codeberg.org/gameripper/gameripper

Changelog:
- Bakin: support compressed resources with or without zlib header
- Bakin, VN Maker: properly reset encryption key detection so reloads are now possible
- IllScenes: use a default face image if it's missing
- all: autodetect animations on sprite sheets with a 90% threshold (there are still some false positives, press the "↩" undo button for those; "Scan for sprites" button still uses 50% like before)
 
Apr 29, 2022
128
235
What a day to be alive! Finally we have a functional bakin asset viewer. Thank you!
Issues resolved, decrypt/unpack all works, HOLEHOLE and others now display sprites.

I've been a bit confused with data.rbpack@00000031.zip
WinRar won't export enything out of it saying "The archive is corrupt", and it's already exported to unpacked\data.rbpack\@zip by gameripper
Is there a purpose for leaving this zip in unpacked?

Pink Light is exported to assets like assets\pc\7b\7b996978a3f04e099401ca184bebacd9.png, which corresponds to kast files.
It does the job and it's fine enough as it it, but I'd like to ask if there are any plans to support original filenames\file structure in the future? (res\texture\bakinHCG1_0002RE.png, res\model\plane wall\texture\roop wall.png, etc.)
That's not a problem for now — in fact Pink Light is the only bakin game so far I've seen that uses kast files.
But if there are others in the future, it certainly would be more convenient to view them with proper filenames/structure instead of scattered around 00-ff folders with random-ish kast file names.

Once again, thank you for the update. Much appreciated.
 

justaplayer69

Member
Nov 29, 2023
292
335
What a day to be alive! Finally we have a functional bakin asset viewer. Thank you!
Issues resolved, decrypt/unpack all works, HOLEHOLE and others now display sprites.
Hurray! :)

I've been a bit confused with data.rbpack@00000031.zip
WinRar won't export enything out of it saying "The archive is corrupt", and it's already exported to unpacked\data.rbpack\@zip by gameripper
Is there a purpose for leaving this zip in unpacked?
TL;DR BakinExtractor saves it too, that's why. Feel free to delete it.

The sole purpose is just saving the unencrypted zip from the BKN archive as-is. BTW, I have no issues extracting it (I'm using InfoZip 3.0 and 7zip 24.09), but even if you extract it, totally futile and useless as file contents are - again - encrypted. This is silly, because encrypted contents can't be compressed by zip, and the compressed zip is also encrypted anyway...

Pink Light is exported to assets like assets\pc\7b\7b996978a3f04e099401ca184bebacd9.png, which corresponds to kast files.
Not just Pink Light, all BKNPAK seems to store the assets by hash names if the images are in .kast format. And yes, in general GR just replaces the file extension to .png and saves that file next to the original file (not just for Bakin, for all engines this is the scheme), so that's why the corresponding file names.

It does the job and it's fine enough as it it, but I'd like to ask if there are any plans to support original filenames\file structure in the future?
Not now, but maybe in the future. That would require decoding YUKAR files, because original file names are stored in one of those files (inside the zip). BTW decoding YUKAR also needed for the maps, that's why maps are not ripped for now. So it's on the roadmap, but with a low priority.

in fact Pink Light is the only bakin game so far I've seen that uses kast files.
The demo games on the Bakin website also use .kast images (what's more, version 1.1 variant, which has a different header).

Once again, thank you for the update. Much appreciated.
You're welcome! I'm glad you liked it!
 
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5.00 star(s) 1 Vote