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. | ||
| - | Some games store their assets plainly, ie. their textures, sounds and many other things are just literal picture and sound files. In this case, " | + | //This page is a documentation on extraction-related concepts and not a tutorial on how to extract assets from video games. For that, see [[Extraction Tutorial]].// |
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| + | ====== Video Game Files ====== | ||
| + | Video games store their assets in bits and bytes on a computer' | ||
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| + | ===== Plain Files ===== | ||
| + | Some games store their assets plainly, ie. their textures, sounds and many other things are just literal picture and sound files. In this case, " | ||
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| + | ===== 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 and painful endeavor. This is particularly notable when you consider that much of the legwork in video game development is similar to each other, and building completely new systems for //a 2D or 3D renderer, physics engine, audio engine, scripting, animation, artificial intelligence, | ||
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| + | ===== 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 to support audio layering within a single file, to contain data about the context in which it is played, to contain data about the programming [keyword 'Event Data' | ||
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| + | The same applies to the game engine' | ||
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| + | This is why it's useful to know what is a plain file and what isn't. Understanding the type of file you're looking at helps you determine the correct next step. The OGG format, as you will find it in [[Minecraft]]' | ||
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| + | ===== Container Files ===== | ||
| + | When nearing completion, games made in game engines need to be " | ||
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| + | Middleware does this as well. BANK files are container files generated by [[FMOD]] that contain multiple audio files (typically). Opening them requires knowledge about how those files are structured. To see all of this in action, you should read [[Extraction Tutorial]]. | ||
extraction.1771588600.txt.gz · Last modified: by ultracomfy
