Open kris689 opened 9 years ago
Sorry for the delay. As far as I can tell, all these files are asset bundles that are loaded on the fly from the server, which is typical for larger Unity games. Extracting them with DisUnity will give you one file with no extension per .unity3d file, as you have noticed.
Web plugin game files contain runtime type information, so these files can be loaded with the Unity editor when you add the .unity extension to the extracted files. However, I don't think you'll need to extract and examine every of these files. You just need your own web server with the same folder structure with all the .unity3d files and change the URLs in the source code or spoof the DNS, in case you just want to start the original binaries. I don't know if that's enough to make the game functional, though. I guess you'll also need to emulate the server protocol of the game.
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Sorry again for the delay. The game uses a quite old and rather exotic Unity revision, 2.5.5b4 (the version even says "fusion-2.x.x", which I've never seen before). DisUnity 0.3 doesn't support old asset formats very well. I improved support for these in the 0.4 branch, which is still in development, although it can't read sharedassets0.assets yet for some reason that I'll investigate. If I progress further, I may be able to tell you what's inside that file.
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https://github.com/ata4/disunity/issues/107
This issue above has a sample of the bundles for you ata, and also has some remarks from the creator of QuickBMS considering these particular bundles. Thanks for all the help you're providing to us!
Hey any updates ATA4?
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