New release, 1.5!
Windows:
https://attachments.f95zone.to/2024/12/4366418_gameripper-windows.zip
Linux:
https://attachments.f95zone.to/2024/12/4366422_gameripper-linux.zip
Source:
https://attachments.f95zone.to/2024/12/4366424_gameripper-src.zip
Repo: gitlab.com/gameripper/gameripper
Changelog:
- Support for latest WolfPRG Pro encryption
- Ripping images and audio from Unity games
- Minor RPGMV map fixes
- Sprites and maps are now sorted by name
I've implemented the latest WRPG encryption, and tested with Princess Colosseum 2, works perfectly. It is also supposed to work when there's a key file (Game.wolf), however I couldn't find any such games so this is untested for now (works with older WRPG Pro, so should work with new encryption as well).
Unity was a PITA to implement. Tested with UnityFS 6,7,8; Unity Assets 12 to 22; and a quite a lot of Unity revisions, latest being 2022.3.34f1. Here the issue is, some game files have a type node tree which is used to decypher the data, but some games don't. For the latter, I've implemented some heuristics and some sane built-in defaults, but if you download the dump file matching the game's revision into the game's folder from
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, then GR will use that dump file, and with this feature it will work with any future Unity releases as well.
Also there's a PITA with Unity textures. GR can decode most formats on its own (including RGB with ints, floats, half-floats, YUY2, DXT1/3/5, BC4/5 etc.) with just its C code, but specifically CRN (crunch) and some other formats requires a C++ compiler. Source for these has been added in the UT2D directory. If someone is having issues compiling or linking these additional files, then "NO_CPP=1 make" will compile GR without the C++ code. This will reduce the number of supported texture formats, however you'll still be able to decode all the most common ones.
Matching tileset names now become case in-sensitive, because I've found some games where the developers forget the names of their own files, used some uppercase letters but referenced with lowercase. Because of this, map wasn't shown because the tileset couldn't be matched. This is also a very common mistake with WolfRPG games, they store tilesets in the "MapChip" folder, but reference them as "Mapchip" (note the lowercase "c"). Anyway, this is now workarounded, hopefully no more missing tiles on maps.
I've also made the sprites sorted by name, because lots of WolfRPG games does not use a spritesheet, rather store frames on separate sprites, and if these are unsorted, it's difficult to merge them into a single animation with SHIFT+Click.
That's all folks!