Mod Unity SiNiSistar 2 AssetBundle Content Overrider [v1.0.0] [Henry1887]

Henry1887

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The keyboard ones probably need to have their wrap mode changed. It's currently on "Repeat", changing it to "Clamp" may fix it.
View attachment 4912140

Since the HD textures are 4 times the size of the original ones, some issue are to be expected though.
Yeah button_base seems to be destroying the keyboard buttons
 

Henry1887

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mk40
this is now my current version that supports texture2d thats not from streamingassets.
Currently it does so by finding every Image object on scene load and sees if the texture name exists in an override bundle and then replaces the texture.
 
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mk40

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Nice, thank you for the update. :)

I'll experiment with the wrap mode for the keyboard button texture to see if it fix it or not. Otherwise this one will keep its original size and will just have it texture filtering set to bilinear at the very least.
 
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mk40

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Hmm, well I don't think this will work, higher res textures end up cutted no matter what I do unfortunatly.
This require to edit the material maybe?
 

Henry1887

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Hmm, well I don't think this will work, higher res textures end up cutted no matter what I do unfortunatly.
This require to edit the material maybe?
Could u send me the asset bundle with the texture cutting off? I'll see if I can do something.
 

mk40

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Could u send me the asset bundle with the texture cutting off? I'll see if I can do something.
They are all cutting off. Even the controller buttons, the ones that looked like they were working are actually the original textures being displayed. When you go in the gallery, it reload the textures and you can see that the new one are cutted off. For reference, the original button textures are 35x34 px and mines are 140x136 px.

I also replaced the title logo, so you can immedialy see the issue when starting the game.
 

Henry1887

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mk40 ok i tinkered a bit around and my tool now hopefully allows higher res textures without them going out of bounds.
1749318490197.png
1749318495453.png
1749318501505.png

(The screenshots are with the bundle you provided)
 

Henry1887

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Here it is, could u play around with it a bit more to see if there is still something bad?
 

mk40

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Here it is, could u play around with it a bit more to see if there is still something bad?
Thank for you work on this, I really appreciate, but unfortunatly the gamepad buttons aren't displaying. You can see it because they look pixelated, but to be sure, I inverted the color of all textures so you can easily see that they aren't displayed on your end. The only way to make them displayed is to go in the gallery, but if you switch to the keyboard input and go back your gamepad, they are no longer displayed too.

For the keyboard buttons, it looks like it uses a mesh to adapt the size of the keys depending on the content. Although they are no longer cutted like they used to be, they still doesn't display correctly unfortunatly.

Well, at least the title logo is displayed correctly, so there's that. ;)
 
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Henry1887

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Thank for you work on this, I really appreciate, but unfortunatly the gamepad buttons aren't displaying. You can see it because they look pixelated, but to be sure, I inverted the color of all textures so you can easily see that they aren't displayed on your end. The only way to make them displayed is to go in the gallery, but if you switch to the keyboard input and go back your gamepad, they are no longer displayed too.

For the keyboard buttons, it looks like it uses a mesh to adapt the size of the keys depending on the content. Although they are no longer cutted like they used to be, they still doesn't display correctly unfortunatly.

Well, at least the title logo is displayed correctly, so there's that. ;)
Hmm alright i guess thats what happens when you manually mess with unity resources, unfortunately theres not really a better way other than to continue to trial and error our way through it. Unity doesnt really allow us to natively override those textures as they are baked into the scenes.
 
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mk40

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I came across another unexpected issue. :ROFLMAO:
I've remade the HP/MP hud in higher resolution and for some reason it brokes the gauge. It no longer decrease when your HP or MP is lowered. See how I have 118 MP and the gauge for the MP is still full:

1749398208761.png

This asset bundle only include the title backgrounds, title logo and the gauge textures (I temporarily stripped the buttons from it). The textures impacted by the issue are "gauge_blue" and "gauge_red".
 

mk40

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Henry1887
I don't know if you're still working on the plugin, but I did a test with the sprites of the "Master of the lake" game over scene. I restored the dorsal and lateral fins that were present on SiniSistar 1 statue, but unfortunatly, it doesn't replace the textures at all in-game. The only texture that seems to be replaced correctly is the thumbnail used in the gallery (and it only works partially).

For reference, here's what I did:
1750601235188.png
 
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Henry1887

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Henry1887
I don't know if you're still working on the plugin, but I did a test with the sprites of the "Master of the lake" game over scene. I restored the dorsal and lateral fins that were present on SiniSistar 1 statue, but unfortunatly, it doesn't replace the textures at all in-game. The only texture that seems to be replaced correctly is the thumbnail used in the gallery (and it only works partially).

For reference, here's what I did:
View attachment 4968865
I guess you could try using kumarins texture replacer: https://f95zone.to/threads/bepinex-plugin-texture-replacer-v1-0-8-2.118422/

Probably more stable/better implementation for replacing textures. I will for now only support Streamed Assets to be overriden with my plugin.
 

mk40

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I guess you could try using kumarins texture replacer: https://f95zone.to/threads/bepinex-plugin-texture-replacer-v1-0-8-2.118422/

Probably more stable/better implementation for replacing textures. I will for now only support Streamed Assets to be overriden with my plugin.
Tried with Kumarin's plugin, it works but turns out the mesh is shapped in a way that the dorsal fins end up getting cut... Oh well. I tried. :p

Note that the sprites were from the Streamed Assets this time, but yeah, I guess the texture replacement isn't working well with your plugin. It's a shame, because again, being able to bundle everything inside a single file and change the texture filtering for the UI elements was pretty useful.

Anyway, for the UI, I just send a bug report to the dev and suggested to change the texture filtering to bilinear for all UI elements in order to prevent any weird pixalated look with higher display resolution. Let's hope he'll consider it.
 

misakik1

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Is it possible to load unencrypted files directly without packing them? Having a single file sure is convenient for end users, but it also raises the bar of making mods and makes the testing process complex... I'm interested in fixing some of the translations (not that the translators didn't do a good job, it's just that some of the text can't be translated correctly without given the context, so it's hard to do correctly unless you play through the final game in original Japanese.)

Also, the link for your decryption plugin is down. I'm downloading the assets.rar you provided, but PixelDrain is so slow for me...

EDIT: Ok I finally finised downloading the file. Thanks god the texts are in plain-text format not base64 encoded... saves lost of trouble.
However, not all the texts are available. For example, the default name for the protagonist is nowhere to be found, and I can't find terms in the menus either. Are those hard-coded?
 
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Henry1887

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Is it possible to load unencrypted files directly without packing them? Having a single file sure is convenient for end users, but it also raises the bar of making mods and makes the testing process complex... I'm interested in fixing some of the translations (not that the translators didn't do a good job, it's just that some of the text can't be translated correctly without given the context, so it's hard to do correctly unless you play through the final game in original Japanese.)

Also, the link for your decryption plugin is down. I'm downloading the assets.rar you provided, but PixelDrain is so slow for me...

EDIT: Ok I finally finised downloading the file. Thanks god the texts are in plain-text format not base64 encoded... saves lost of trouble.
However, not all the texts are available. For example, the default name for the protagonist is nowhere to be found, and I can't find terms in the menus either. Are those hard-coded?
Packing the assets all into an asset bundle makes loading the replaced assets more native and less error prone as opposed to manually loading each file and having to implement a loading method for each type.
Also the file you provide to my plugin is an unencrypted file, unity doesn't encrypt asset bundles in this case.

Didn't know the translations are inside the streaming assets. Though I am not sure into how the game handles all the translations and where all are located. You could use the Tool Assetripper to go through the games normal assets and see if the translations are there, though assets outside of the streaming assets will have to be manually modified as my plugin only supports streaming assets.
 

misakik1

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Packing the assets all into an asset bundle makes loading the replaced assets more native and less error prone as opposed to manually loading each file and having to implement a loading method for each type.
Also the file you provide to my plugin is an unencrypted file, unity doesn't encrypt asset bundles in this case.

Didn't know the translations are inside the streaming assets. Though I am not sure into how the game handles all the translations and where all are located. You could use the Tool Assetripper to go through the games normal assets and see if the translations are there, though assets outside of the streaming assets will have to be manually modified as my plugin only supports streaming assets.
What I found so far in the Assets.rar you've provided in the OP are:

TextAsset/LocalizeTable.bytes
TextAsset/LocalizeTableChoice.bytes
textdata/event/event_001.bytes ~ event_182.bytes

They're all just plain-text in json format.
The files listed under textdata/event are listed in AssetBundleNameTable.json you've provided here, but the two files under TextAssets folders aren't listed, does this mean those are not streaming assets?

Also I'd like to know how to extract those files on my own since there's likely an update for the game dropping soon which defenitely would contain new quest = more texts.
 

Henry1887

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What I found so far in the Assets.rar you've provided in the OP are:

TextAsset/LocalizeTable.bytes
TextAsset/LocalizeTableChoice.bytes
textdata/event/event_001.bytes ~ event_182.bytes

They're all just plain-text in json format.
The files listed under textdata/event are listed in AssetBundleNameTable.json you've provided here, but the two files under TextAssets folders aren't listed, does this mean those are not streaming assets?

Also I'd like to know how to extract those files on my own since there's likely an update for the game dropping soon which defenitely would contain new quest = more texts.
Yeah sorry the dump I provided contained all assets including those not from the StreamingAssets. If the assets you are looking for are not defined in the AssetbundleNameTable then my plugin will not be able to replace those. For those you'll have to use a program like UABE to modify the asset files in the data folder.

The dump I made was created with AssetRipper. I decrypted all assetbundles and put them in the StreamingAssets folder and then used Assetripper on the whole game folder to extract everything.
 

misakik1

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The dump I made was created with AssetRipper. I decrypted all assetbundles and put them in the StreamingAssets folder and then used Assetripper on the whole game folder to extract everything.
I tried to export everything with AssetRipper but non of those files were found in the exported folder, and I tried to load all three .assets files with UABEA and still couldn't find the files.

Does this mean those files (including the two not listed in AssetBundleNameTable.json) are in those encrypted StreamingAssets afterall?
 
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