One Piece: Burning Will (航海王:燃燒意志) Unity3d File Help

Skeletons, animations, shaders, texturing, converting, fixing and anything else related to read game models
Roselle
Posts: 4
Joined: Fri Jun 14, 2019 7:38 am

One Piece: Burning Will (航海王:燃燒意志) Unity3d File Help

Post by Roselle »

This is a compressed package of unit files. The files are encrypted. I haven't found any useful information in the files. I hope I can get some help. :cry:
Last edited by Roselle on Fri Sep 20, 2019 1:08 pm, edited 2 times in total.
Roselle
Posts: 4
Joined: Fri Jun 14, 2019 7:38 am

Re: Unity3d File Help

Post by Roselle »

Roselle wrote:This is a compressed package of unit files. The files are encrypted. I haven't found any useful information in the files. I hope I can get some help. :cry:

There are two files in this package. One is encrypted and the other is unencrypted, which can be read and edited. I hope to get some help.
einherjar007
Posts: 35
Joined: Fri Sep 20, 2019 7:55 am

Re: Unity3d File Help

Post by einherjar007 »

The burning will is XORed with a header of 61 or 67. The header is simple, but the problem is later.

I do not know the regularity, but XOR is performed from the middle to the end.
Decryption is difficult because you don't know the rules from which byte to XOR.

I think you should put the name of the game in the thread title.
One Piece: Burning Will (航海王:燃燒意志)
Roselle
Posts: 4
Joined: Fri Jun 14, 2019 7:38 am

Re: Unity3d File Help

Post by Roselle »

einherjar007 wrote:The burning will is XORed with a header of 61 or 67. The header is simple, but the problem is later.

I do not know the regularity, but XOR is performed from the middle to the end.
Decryption is difficult because you don't know the rules from which byte to XOR.

I think you should put the name of the game in the thread title.
One Piece: Burning Will (航海王:燃燒意志)

I found that some unit encryption and encrypted containment are basically the same, which makes viewing more difficult. :|
qowiiskandar
Posts: 8
Joined: Thu Sep 17, 2020 9:32 am

Re: One Piece: Burning Will (航海王:燃燒意志) Unity3d File Help

Post by qowiiskandar »

is there any progress? I hope Mr @Chrrox can help,,
chrrox
Posts: 388
Joined: Thu Aug 07, 2014 10:28 pm

Re: One Piece: Burning Will (航海王:燃燒意志) Unity3d File Help

Post by chrrox »

Here is a python scrip to decrypt these files.
Use python 3.8
do pip install lz4 first.
copy the 2 files into the python folder.
drag the folder you want decrypted onto the bat file.
Image
qowiiskandar
Posts: 8
Joined: Thu Sep 17, 2020 9:32 am

Re: One Piece: Burning Will (航海王:燃燒意志) Unity3d File Help

Post by qowiiskandar »

thank so much, does this work for all encrypted files in this game?
qowiiskandar
Posts: 8
Joined: Thu Sep 17, 2020 9:32 am

Re: One Piece: Burning Will (航海王:燃燒意志) Unity3d File Help

Post by qowiiskandar »

i get error (sorry im noob)
einherjar007
Posts: 35
Joined: Fri Sep 20, 2019 7:55 am

Re: One Piece: Burning Will (航海王:燃燒意志) Unity3d File Help

Post by einherjar007 »

Thanks a million, chrrox!
I'm really happy because I was interested in the assets of this game. Thank you!

qowiiskandar wrote:i get error (sorry im noob)

I tested it with the file shown in the screenshot and it decrypt successfully.
Did you do "pip install lz4"?

Also, deep directory hierarchies may not be good. Why not put the file you want to decrypt into the newly created directory in the python directory and drag and drop it into op.bat?
qowiiskandar
Posts: 8
Joined: Thu Sep 17, 2020 9:32 am

Re: One Piece: Burning Will (航海王:燃燒意志) Unity3d File Help

Post by qowiiskandar »

einherjar007 wrote:Thanks a million, chrrox!
I'm really happy because I was interested in the assets of this game. Thank you!

qowiiskandar wrote:i get error (sorry im noob)

I tested it with the file shown in the screenshot and it decrypt successfully.
Did you do "pip install lz4"?

Also, deep directory hierarchies may not be good. Why not put the file you want to decrypt into the newly created directory in the python directory and drag and drop it into op.bat?

like this?

edited:
wow successful, mr chrrox is cool
thank you for the advice @einherjar007
qowiiskandar
Posts: 8
Joined: Thu Sep 17, 2020 9:32 am

Re: One Piece: Burning Will (航海王:燃燒意志) Unity3d File Help

Post by qowiiskandar »

by the way, what plugin to open unity3d files in noesis?

edit:

you know? This game in the previous version has not been encrypted, to be precise in version v1.3.0.159754 it hasn't been encrypted, but after kittynhidding from deviantart unpacks this game , the later versions are all encrypted, I tried it, I think the title on this tread should be changed again,
qowiiskandar
Posts: 8
Joined: Thu Sep 17, 2020 9:32 am

Re: One Piece: Burning Will (航海王:燃燒意志) Unity3d File Help

Post by qowiiskandar »

How are you? I have another problem, I try to open the extracted file .unity3d which contains audio file using assetstudio by perfare but it doesn't produce anything, if it contains 3d files there is no problem, can anyone help?
phamhieu9291
Posts: 2
Joined: Sun May 16, 2021 2:33 pm

Re: One Piece: Burning Will (航海王:燃燒意志) Unity3d File Help

Post by phamhieu9291 »

Someone helps me!
I have used the Utinyripper and DevX-GameRecovery to unpack the assets bundle of One Piece: Burning Will (航海王:燃燒意志)
About prefab, model, mesh, texture... everything after unpacking is correct and usable. However, the animation of the models is incorrect after unpacking. It seems like the keyframe is missing or wrong.
Ex:
https://gyazo.com/ab2f01393f95976fb536cd03a558d883
https://gyazo.com/ba092eb243cfe8ddd2db20121b6c99c7

I hope you can help me find a solution to fix this error.
Looking forward to your response as soon as possible.

Thanks and best regards.
Amagakuro
Posts: 46
Joined: Wed Sep 23, 2015 4:47 pm

Re: One Piece: Burning Will (航海王:燃燒意志) Unity3d File Help

Post by Amagakuro »

phamhieu9291 wrote:Someone helps me!
I have used the Utinyripper and DevX-GameRecovery to unpack the assets bundle of One Piece: Burning Will (航海王:燃燒意志)
About prefab, model, mesh, texture... everything after unpacking is correct and usable. However, the animation of the models is incorrect after unpacking. It seems like the keyframe is missing or wrong.
Ex:
https://gyazo.com/ab2f01393f95976fb536cd03a558d883
https://gyazo.com/ba092eb243cfe8ddd2db20121b6c99c7

I hope you can help me find a solution to fix this error.
Looking forward to your response as soon as possible.

Thanks and best regards.


Try to use AssetStudio and export the prefab+selected animation. I've usually solved those weird looking animation this way, dunno what's cause them to be importer badly with DevX~
qowiiskandar
Posts: 8
Joined: Thu Sep 17, 2020 9:32 am

Re: One Piece: Burning Will (航海王:燃燒意志) Unity3d File Help

Post by qowiiskandar »

SOMEONE HELPS ME PLEASE! Mr chrrox or other member

Previously in the beta version this game I can ripping it, but after this game was released it was encrypted,

One Piece Fighting Path
https://www.tap.io/app/195514

Looking forward to your response, Thanks and best regards.
ashitaka3369
Posts: 1
Joined: Sat Feb 01, 2020 3:59 pm

Re: One Piece: Burning Will (航海王:燃燒意志) Unity3d File Help

Post by ashitaka3369 »

i need help i am trying to extract the file from One Piece: Burning Will (航海王:燃燒意志) apk version 2.3 and i have something like this
Image
Image
i probably did something wrong, it try AssetStudio but i never use it before :? please help me
spiritovod
Posts: 719
Joined: Sat Sep 28, 2019 7:00 pm

Re: One Piece: Burning Will (航海王:燃燒意志) Unity3d File Help

Post by spiritovod »

Encryption in latest chinese versions is still the same, which is one byte xor with different bytes for different compressed chunks from the same bundle - they're just changing bytes set between versions. Though even with properly decrypted chunks bundles doesn't work in AssetStudio, apparently they've changed something else.

Test script in the attachment. If you want to validate current set of xor bytes, uncomment and use clog command instead of log (marked "for tests"), this way chunks will be decompressed in output files and you'll get an error in case of incompatible set or other issues.

Now you can also download modified AssetStudio with support for the game (link), and open bundles directly without converting them. It should be also compatible with old game versions and with chinese versions of Devil May Cry: Peak of Combat.

Update: Script is updated with fix for compression flags, they're modified in output for compatibility with AssetStudio.
Update 2: Script is updated to support uncompressed chunks in bundles.
Update 3: Modified AssetStudio build with direct support for the game is added to the post.
Last edited by spiritovod on Fri Jan 13, 2023 7:32 pm, edited 7 times in total.
einherjar007
Posts: 35
Joined: Fri Sep 20, 2019 7:55 am

Re: One Piece: Burning Will (航海王:燃燒意志) Unity3d File Help

Post by einherjar007 »

Thanks, spiritovod, it certainly works!
The one thing that has been tweaked in the bundle file is the compression type - 0x03 has been rewritten as 0x05. Depending on the file, there are differences in the location and number of pieces to be replaced.

I think it would be quicker to rewrite AssetStudio, adding 5 to case : in the ReadBlocksInfoAndDirectory in AssetStudio/BundleFile.cs would make it readable.
einherjar007
Posts: 35
Joined: Fri Sep 20, 2019 7:55 am

Re: One Piece: Burning Will (航海王:燃燒意志) Unity3d File Help

Post by einherjar007 »

List of files that fail to decrypt. The game cannot be launched with Chinese authentication, so we checked only by the contents of the apk.

*Edit
There were a few files that did not generate errors with bms decryption, but probably failed to decrypt. upload the list as filelist_noerror_fail.zip.
spiritovod
Posts: 719
Joined: Sat Sep 28, 2019 7:00 pm

Re: One Piece: Burning Will (航海王:燃燒意志) Unity3d File Help

Post by spiritovod »

@einherjar007: Thanks for explanation, so that field is compression flag. I've updated the script, now output would be compatible with AssetStudio without additional modifications if possible.
As for the rest - the script is using workaround, which shouldn't be used to begin with. But it's not possible to use the same approach as original python script, because quickbms can't catch exceptions. Not sure if it can be processed properly in quickbms without reversing how encryption is actually applied to avoid workaround (something like rotation of used bytes based on hashed names).

Update: Another small update for the script, apparently there are uncompressed chunks within some bundles, they're now handled properly.