Thank you guys for your kind words! I'm glad you find GAME RIPPER useful! :-D
Here's a new version to elevate the mood:
Windows:
https://attachments.f95zone.to/2024/10/4139909_gameripper-windows.zip
Linux:
https://attachments.f95zone.to/2024/10/4139910_gameripper-linux.zip
Source:
https://attachments.f95zone.to/2024/10/4139911_gameripper-src.zip
Changelog:
- Fixed French translation
- Note added to README about Godot .import files
- Godot resource parsing completely rewritten (now supports .sample, .oggvorbisstr etc. types too)
- Godot resources are now detected and converted inside Android APK files
- Fixed an issue with some embedded Godot PCK in some games
- Added support for RPG Maker XP / VX / Ace (plus Ruby marshall decoding, rvdata to json converter)
- Added support for encrypted ZIP (also automatic key detection if it has an uncompressed asset)
- Standardized command line flags, now it's always a dash, no matter the platform
- Added "-s" flag to disable engine detection and force scanning for assets
- Added "-k" flag to specify the key manually on the command line
Notes: the godot asset ripping improved a lot in overall, both detection and conversion. Unfortunately I was unable to add .PO support though (here the problem is, it seems like every game use their very own way of storing translatable texts, I couldn't come up with a solution on how to collect all of them reliably. Some use strings in scripts, other use csv files, others use json but with different keys etc. It does not help that there are several i18n godot plugins, each with their own incompatible storing formats).
Ripping assets from encrypted ZIP archives (using traditional ZipCrypto) now works. It can even crack the encryption as long as there's an uncompressed PNG, WEBP, WAV or OGG asset in the archive. This is pretty fast, on a typical desktop PC (2GHz and 8 cores) takes 10-15 minutes in worst case when the very last hash candidate is the correct one, much faster if you're lucky.
RPG Maker XP/VX/Ace with .rgssad, .rgss2a, .rgss3a archives (also Fux2Pack variant) is supported now. Here the key is also autodetected, so it works even if a game doesn't use the default 0xDEADCAFE key. The .rxdata, .rvdata, .rvdata2 files are converted to JSON, but reading and displaying maps is still lacking (you can convert maps into .TMX files, they are just not shown).