You can also get Javascript version of Eastward Packer!
All releases can be found at here.
You can extract assets in ".g" files.
- Single file extraction
EastwardPacker.exe --index {index_path} -i {input_path} -o {output_path}
- Multiple files extraction
EastwardPacker.exe --r --index {index_path} --input_dir {input_path} -o {output_path}
By importing "EastwardLib.dll", you can handle Assets and GArchives.
Example for inserting new asset into archive.
using EastwardLib.Assets;
using EastwardLib.MetaData;
var g = GArchive.Read("locale.g");
g["locale/foo"] = new TextAsset("bar").Encode();
g.Write("locale_new.g");
Example for extracting from archive.
using EastwardLib.Assets;
using EastwardLib.MetaData;
var g = GArchive.Read("locale.g");
g.ExtractTo("./locale_extracted");
Example for extracting assets with restoring filename.
using EastwardLib.Assets;
using EastwardLib.MetaData;
var assetManager = AssetManager.Create("./asset_index", "./script_library", "./texture_index");
foreach (var file in Directory.GetFiles("./archives"))
{
try
{
assetManager.LoadArchive(GArchive.Read(file));
}
catch (Exception)
{
}
}
assetManager.RootDirectory = "./";
assetManager.LoadAssets();
assetManager.ExtractTo("./exported");
Warning AssetManager.LoadAssets() load all assets, it might consumes a bunch of memories.
Currently, you cannot export audio assets. Some lua assets are precompiled with LuaJIT.
Pass multiple files through args, and extract images from each atlas file.
Pass multiple files through args, and decode hmg files to images.
Pass multiple files through args, and encode images to hmg files.
- Can extract various assets
- Hmg Texture
- Packed Data
- Deck files
- Scenes
- ETC
- For mSprite animations, please check here.
- Create your custom assets, and add into ".g" archive.