extraction
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| Video game file extraction is the process of ripping assets from a video game's game files. In 2026, video game assets are still stored on the local machine and streamed from the disk. This makes all game assets accessible from the local machines, allowing talented individuals to extract them into their individual parts. | Video game file extraction is the process of ripping assets from a video game's game files. In 2026, video game assets are still stored on the local machine and streamed from the disk. This makes all game assets accessible from the local machines, allowing talented individuals to extract them into their individual parts. | ||
| - | ====== Process ====== | + | //This page is a documentation on extraction-related concepts and not a tutorial on how to extract assets from video games. |
| - | Some games store their assets plainly, ie. their textures, sounds and many other things are just literal picture and sound files. In this case, " | + | |
| - | ===== Container | + | ====== Video Game Files ====== |
| - | However, other games, especially ones that were made using one of the popular [[video game engine]]s like [[Unity]] or - shudders - [[Unreal]] don't make it quite as easy. When baking, | + | Video games store their assets in bits and bytes on a computer' |
| - | These files are a lot like .rar and .zip files. | + | ===== Plain Files ===== |
| + | Some games store their assets plainly, ie. their textures, sounds | ||
| - | Unreal is a lot more proprietary, | + | ===== Video Game Engines ===== |
| + | While it is possible to build games from a text file - and is in fact how the earliest video games were made - that method is an incredibly tedious | ||
| - | Once set, QuickBMS with the script will get to work and extract. | + | ===== Engine and Middleware Files ===== |
| + | Video game engines and plugins tend to use their own, custom file formats for things. For example, a very popular middleware audio plugin called [[WWise]] uses the file format WEM (amongst others), in place of things like MP3 or WAV, for audio. The technical reason for this is that creating your own audio format gives you full control over the features it should have. Your own audio format can be programmed | ||
| - | ===== Middleware Files ===== | + | The same applies |
| - | Especially when it comes to stuff like game audio (which is what I am mostly interested in), games like to use third party software to help them with the development of the game' | + | |
| - | If you are new to this, you are probably | + | This is why it's useful |
| - | For example, there are tools out there that are specially designed | + | ===== Container Files ===== |
| - | + | When nearing completion, games made in game engines need to be " | |
| - | A more comprehensive solution would be to use [[vgmstream]], which comes with direct decoding capability for a vast array of video game sound formats, including most middleware and proprietary sound formats for platforms like Playstation or Nintendo consoles, but vastly exceeding just this. With vgmstream you can listen | + | |
| - | vgmstream is technically a command line tool, but also comes as a plugin for [[foobar2000]] and another | + | Middleware does this as well. BANK files are container files generated by [[FMOD]] that contain multiple |
extraction.1771591526.txt.gz · Last modified: by ultracomfy
