My favourite part was that they even provided a handy macro-enabled Excel workbook (. It’s extremely rare that so much mineable data is exposed so readily, and it’s always fun to explore games like this. The Roguebook_Data\StreamingAssets\GameBoxResources folder contains some really juicy stuff, like cards.json which contains definitions of every card, the card_scripts folder which contains behaviour scripts for every card (which includes treasures and gems since everything is defined in terms of being a card), the enemies folder which contains behaviour scripts for every enemy and so on. We scout around looking for anything interesting. NET DLLs, in particular Assembly-CSharp.dll which is required and must always be present for a Mono-based Unity game. ![]() We know the game is using the Mono scripting backend (as opposed to the alternative, IL2CPP) because the Managed folder contains many. Whenever you see this structure, you know you’re dealing with a Unity game. We know it’s a Unity game because of the telltale folder structure with a UnityPlayer.dll in the game’s root path and a xxx_Data folder where xxx is the name of the product, with folders inside like Managed and Resources. The pre-order demo arrives as an unobfuscated Unity game using the Mono backend. The first thing to do when reverse engineering a piece of software of this complexity is to just click around all the folders and files to see if there is anything recognizable, any human readable files, any obvious assets such as images or music, any obvious indications of what game engine is being used etc.
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