├── .gitattributes ├── .gitignore ├── CelesteExtractor.sln ├── CelesteExtractor ├── App.config ├── Atlas.cs ├── Celeste.cs ├── CelesteExtractor.csproj ├── GraphicsDeviceService.cs ├── Program.cs ├── Properties │ └── AssemblyInfo.cs ├── ServiceContainer.cs ├── VirtualTexture.cs └── XNA │ ├── Microsoft.Xna.Framework.Game.dll │ ├── Microsoft.Xna.Framework.GamerServices.dll │ ├── Microsoft.Xna.Framework.Graphics.dll │ └── Microsoft.Xna.Framework.dll ├── LICENSE ├── README.md └── normal04.png /.gitattributes: -------------------------------------------------------------------------------- 1 | ############################################################################### 2 | # Set default behavior to automatically normalize line endings. 3 | ############################################################################### 4 | * text=auto 5 | 6 | ############################################################################### 7 | # Set default behavior for command prompt diff. 8 | # 9 | # This is need for earlier builds of msysgit that does not have it on by 10 | # default for csharp files. 11 | # Note: This is only used by command line 12 | ############################################################################### 13 | #*.cs diff=csharp 14 | 15 | ############################################################################### 16 | # Set the merge driver for project and solution files 17 | # 18 | # Merging from the command prompt will add diff markers to the files if there 19 | # are conflicts (Merging from VS is not affected by the settings below, in VS 20 | # the diff markers are never inserted). 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Comment the next line if you want to 150 | # checkin your Azure Web App publish settings, but sensitive information contained 151 | # in these scripts will be unencrypted 152 | PublishScripts/ 153 | 154 | # NuGet Packages 155 | *.nupkg 156 | # The packages folder can be ignored because of Package Restore 157 | **/packages/* 158 | # except build/, which is used as an MSBuild target. 159 | !**/packages/build/ 160 | # Uncomment if necessary however generally it will be regenerated when needed 161 | #!**/packages/repositories.config 162 | # NuGet v3's project.json files produces more ignoreable files 163 | *.nuget.props 164 | *.nuget.targets 165 | 166 | # Microsoft Azure Build Output 167 | csx/ 168 | *.build.csdef 169 | 170 | # Microsoft Azure Emulator 171 | ecf/ 172 | rcf/ 173 | 174 | # Windows Store app package directories and files 175 | AppPackages/ 176 | BundleArtifacts/ 177 | Package.StoreAssociation.xml 178 | _pkginfo.txt 179 | 180 | # Visual Studio cache files 181 | # files ending in .cache can be ignored 182 | *.[Cc]ache 183 | # but keep track of directories ending in .cache 184 | !*.[Cc]ache/ 185 | 186 | # Others 187 | ClientBin/ 188 | ~$* 189 | *~ 190 | *.dbmdl 191 | *.dbproj.schemaview 192 | *.jfm 193 | *.pfx 194 | *.publishsettings 195 | node_modules/ 196 | orleans.codegen.cs 197 | 198 | # Since there are multiple workflows, uncomment next line to ignore bower_components 199 | # (https://github.com/github/gitignore/pull/1529#issuecomment-104372622) 200 | #bower_components/ 201 | 202 | # RIA/Silverlight projects 203 | Generated_Code/ 204 | 205 | # Backup & report files from converting an old project file 206 | # to a newer Visual Studio version. Backup files are not needed, 207 | # because we have git ;-) 208 | _UpgradeReport_Files/ 209 | Backup*/ 210 | UpgradeLog*.XML 211 | UpgradeLog*.htm 212 | 213 | # SQL Server files 214 | *.mdf 215 | *.ldf 216 | 217 | # Business Intelligence projects 218 | *.rdl.data 219 | *.bim.layout 220 | *.bim_*.settings 221 | 222 | # Microsoft Fakes 223 | FakesAssemblies/ 224 | 225 | # GhostDoc plugin setting file 226 | *.GhostDoc.xml 227 | 228 | # Node.js Tools for Visual Studio 229 | .ntvs_analysis.dat 230 | 231 | # Visual Studio 6 build log 232 | *.plg 233 | 234 | # Visual Studio 6 workspace options file 235 | *.opt 236 | 237 | # Visual Studio LightSwitch build output 238 | **/*.HTMLClient/GeneratedArtifacts 239 | **/*.DesktopClient/GeneratedArtifacts 240 | **/*.DesktopClient/ModelManifest.xml 241 | **/*.Server/GeneratedArtifacts 242 | **/*.Server/ModelManifest.xml 243 | _Pvt_Extensions 244 | 245 | # Paket dependency manager 246 | .paket/paket.exe 247 | paket-files/ 248 | 249 | # FAKE - F# Make 250 | .fake/ 251 | 252 | # JetBrains Rider 253 | .idea/ 254 | *.sln.iml 255 | 256 | # CodeRush 257 | .cr/ 258 | 259 | # Python Tools for Visual Studio (PTVS) 260 | __pycache__/ 261 | *.pyc -------------------------------------------------------------------------------- /CelesteExtractor.sln: -------------------------------------------------------------------------------- 1 |  2 | Microsoft Visual Studio Solution File, Format Version 12.00 3 | # Visual Studio 15 4 | VisualStudioVersion = 15.0.27703.2026 5 | MinimumVisualStudioVersion = 10.0.40219.1 6 | Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "CelesteExtractor", "CelesteExtractor\CelesteExtractor.csproj", "{F0D38431-9510-4842-BA27-8640C6CC8664}" 7 | EndProject 8 | Global 9 | GlobalSection(SolutionConfigurationPlatforms) = preSolution 10 | Debug|Any CPU = Debug|Any CPU 11 | Release|Any CPU = Release|Any CPU 12 | EndGlobalSection 13 | GlobalSection(ProjectConfigurationPlatforms) = postSolution 14 | {F0D38431-9510-4842-BA27-8640C6CC8664}.Debug|Any CPU.ActiveCfg = Debug|Any CPU 15 | {F0D38431-9510-4842-BA27-8640C6CC8664}.Debug|Any CPU.Build.0 = Debug|Any CPU 16 | {F0D38431-9510-4842-BA27-8640C6CC8664}.Release|Any CPU.ActiveCfg = Release|Any CPU 17 | {F0D38431-9510-4842-BA27-8640C6CC8664}.Release|Any CPU.Build.0 = Release|Any CPU 18 | EndGlobalSection 19 | GlobalSection(SolutionProperties) = preSolution 20 | HideSolutionNode = FALSE 21 | EndGlobalSection 22 | GlobalSection(ExtensibilityGlobals) = postSolution 23 | SolutionGuid = {60830A3F-18AB-418F-BF66-29B895877322} 24 | EndGlobalSection 25 | EndGlobal 26 | -------------------------------------------------------------------------------- /CelesteExtractor/App.config: -------------------------------------------------------------------------------- 1 |  2 | 3 | 4 | 5 | 6 | -------------------------------------------------------------------------------- /CelesteExtractor/Atlas.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using System.Collections.Generic; 3 | using System.IO; 4 | using System.Linq; 5 | using System.Text; 6 | using System.Threading.Tasks; 7 | 8 | namespace MyMonocle 9 | { 10 | using Celeste = CelesteExtractor.Celeste.Celeste; 11 | class Atlas 12 | { 13 | 14 | public List Sources; 15 | 16 | public enum AtlasDataFormat 17 | { 18 | TexturePacker_Sparrow, 19 | CrunchXml, 20 | CrunchBinary, 21 | CrunchXmlOrBinary, 22 | CrunchBinaryNoAtlas, 23 | Packer, 24 | PackerNoAtlas 25 | } 26 | public static Atlas FromAtlas(string path, Atlas.AtlasDataFormat format) 27 | { 28 | Atlas atlas = new Atlas(); 29 | atlas.Sources = new List(); 30 | Atlas.ReadAtlasData(atlas, path, format); 31 | return atlas; 32 | } 33 | private static void ReadAtlasData(Atlas atlas, string path, Atlas.AtlasDataFormat format) 34 | { 35 | switch (format) 36 | { 37 | case Atlas.AtlasDataFormat.TexturePacker_Sparrow: 38 | case Atlas.AtlasDataFormat.CrunchXml: 39 | case Atlas.AtlasDataFormat.CrunchBinary: 40 | case Atlas.AtlasDataFormat.CrunchXmlOrBinary: 41 | case Atlas.AtlasDataFormat.CrunchBinaryNoAtlas: 42 | // Celeste never use these types. 43 | throw new NotImplementedException(); 44 | break; 45 | case Atlas.AtlasDataFormat.Packer: 46 | goto IL_521; 47 | case Atlas.AtlasDataFormat.PackerNoAtlas: 48 | goto IL_67A; 49 | default: 50 | throw new NotImplementedException(); 51 | IL_521: 52 | using (FileStream fileStream3 = File.OpenRead(Path.Combine(Celeste.ContentDirectory, path + ".meta"))) 53 | { 54 | BinaryReader binaryReader3 = new BinaryReader(fileStream3); 55 | binaryReader3.ReadInt32(); 56 | binaryReader3.ReadString(); 57 | binaryReader3.ReadInt32(); 58 | short num9 = binaryReader3.ReadInt16(); 59 | for (int m = 0; m < (int)num9; m++) 60 | { 61 | string str3 = binaryReader3.ReadString(); 62 | VirtualTexture virtualTexture5 = new VirtualTexture(Path.Combine(Path.GetDirectoryName(path), str3 + ".data")); 63 | atlas.Sources.Add(virtualTexture5); 64 | short num10 = binaryReader3.ReadInt16(); 65 | for (int n = 0; n < (int)num10; n++) 66 | { 67 | string text5 = binaryReader3.ReadString().Replace('\\', '/'); 68 | short x2 = binaryReader3.ReadInt16(); 69 | short y2 = binaryReader3.ReadInt16(); 70 | short width3 = binaryReader3.ReadInt16(); 71 | short height3 = binaryReader3.ReadInt16(); 72 | short num11 = binaryReader3.ReadInt16(); 73 | short num12 = binaryReader3.ReadInt16(); 74 | short width4 = binaryReader3.ReadInt16(); 75 | short height4 = binaryReader3.ReadInt16(); 76 | } 77 | } 78 | return; 79 | } 80 | IL_67A: 81 | using (FileStream fileStream4 = File.OpenRead(Path.Combine(Celeste.ContentDirectory, path + ".meta"))) 82 | { 83 | BinaryReader binaryReader4 = new BinaryReader(fileStream4); 84 | binaryReader4.ReadInt32(); 85 | binaryReader4.ReadString(); 86 | binaryReader4.ReadInt32(); 87 | short num13 = binaryReader4.ReadInt16(); 88 | for (int num14 = 0; num14 < (int)num13; num14++) 89 | { 90 | string path5 = binaryReader4.ReadString(); 91 | string path6 = Path.Combine(Path.GetDirectoryName(path), path5); 92 | short num15 = binaryReader4.ReadInt16(); 93 | for (int num16 = 0; num16 < (int)num15; num16++) 94 | { 95 | string text6 = binaryReader4.ReadString().Replace('\\', '/'); 96 | binaryReader4.ReadInt16(); 97 | binaryReader4.ReadInt16(); 98 | binaryReader4.ReadInt16(); 99 | binaryReader4.ReadInt16(); 100 | short num17 = binaryReader4.ReadInt16(); 101 | short num18 = binaryReader4.ReadInt16(); 102 | short frameWidth2 = binaryReader4.ReadInt16(); 103 | short frameHeight2 = binaryReader4.ReadInt16(); 104 | VirtualTexture virtualTexture6 = new VirtualTexture(Path.Combine(path6, text6 + ".data")); 105 | atlas.Sources.Add(virtualTexture6); 106 | } 107 | } 108 | return; 109 | } 110 | } 111 | } 112 | } 113 | } 114 | -------------------------------------------------------------------------------- /CelesteExtractor/Celeste.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using System.Collections.Generic; 3 | using System.Linq; 4 | using System.Text; 5 | using System.Threading.Tasks; 6 | using Microsoft.Xna.Framework; 7 | using Microsoft.Xna.Framework.Graphics; 8 | using Microsoft.Xna.Framework.Content; 9 | using WinFormsGraphicsDevice; 10 | using System.Windows.Forms; 11 | 12 | namespace CelesteExtractor 13 | { 14 | namespace Celeste 15 | { 16 | /// 17 | /// 18 | /// Similar to the Game class in original assembly. 19 | /// 20 | /// 21 | class Celeste 22 | { 23 | public static string ContentDirectory { get; set; } 24 | public static string RootDirectory { get; set; } 25 | 26 | private static GraphicsDevice _graphicsDevice = null; 27 | 28 | private static ContentManager _content = null; 29 | 30 | /// 31 | /// This property is a bit hacking to get a GraphicsDevice. 32 | /// 33 | /// Extracting textures in Celeste (or in XNA) needs to construct Texture2D objects 34 | /// which requires a valid GraphicsDevice. 35 | /// 36 | /// Since it is a command-line app, in order to get the GraphicsDevice, 37 | /// I have to create an invisible form to acquire a handle and get the device. 38 | /// 39 | private static void Initialize() 40 | { 41 | Form form = new Form(); // Invisible form to get a valid GraphicsDevice. 42 | GraphicsDeviceService gds = GraphicsDeviceService.AddRef(form.Handle, form.ClientSize.Width, form.ClientSize.Height); 43 | ServiceContainer services = new ServiceContainer(); 44 | services.AddService(gds); 45 | _content = new ContentManager(services, "Content"); 46 | IGraphicsDeviceService graphicsDeviceService = services.GetService(typeof(IGraphicsDeviceService)) as IGraphicsDeviceService; 47 | _graphicsDevice = graphicsDeviceService.GraphicsDevice; 48 | } 49 | 50 | 51 | public static GraphicsDevice graphicsDevice 52 | { 53 | get 54 | { 55 | if (_graphicsDevice == null) 56 | { 57 | Initialize(); 58 | } 59 | return _graphicsDevice; 60 | } 61 | } 62 | 63 | public static ContentManager Content 64 | { 65 | get 66 | { 67 | if(_content == null) 68 | { 69 | Initialize(); 70 | } 71 | return _content; 72 | } 73 | } 74 | } 75 | } 76 | } 77 | -------------------------------------------------------------------------------- /CelesteExtractor/CelesteExtractor.csproj: -------------------------------------------------------------------------------- 1 |  2 | 3 | 4 | 5 | Debug 6 | AnyCPU 7 | {F0D38431-9510-4842-BA27-8640C6CC8664} 8 | Exe 9 | CelesteExtractor 10 | CelesteExtractor 11 | v4.6.1 12 | 512 13 | true 14 | publish\ 15 | true 16 | Disk 17 | false 18 | Foreground 19 | 7 20 | Days 21 | false 22 | false 23 | true 24 | 0 25 | 1.0.0.%2a 26 | false 27 | false 28 | true 29 | 30 | 31 | AnyCPU 32 | true 33 | full 34 | false 35 | bin\Debug\ 36 | DEBUG;TRACE 37 | prompt 38 | 4 39 | true 40 | 41 | 42 | AnyCPU 43 | pdbonly 44 | true 45 | bin\Release\ 46 | TRACE 47 | prompt 48 | 4 49 | true 50 | 51 | 52 | CelesteExtractor.Extrator 53 | 54 | 55 | 56 | False 57 | XNA\Microsoft.Xna.Framework.dll 58 | 59 | 60 | False 61 | XNA\Microsoft.Xna.Framework.Game.dll 62 | 63 | 64 | False 65 | XNA\Microsoft.Xna.Framework.GamerServices.dll 66 | 67 | 68 | False 69 | XNA\Microsoft.Xna.Framework.Graphics.dll 70 | 71 | 72 | 73 | 74 | 75 | 76 | 77 | 78 | 79 | 80 | 81 | 82 | 83 | 84 | 85 | 86 | 87 | 88 | 89 | 90 | 91 | 92 | 93 | 94 | 95 | 96 | 97 | 98 | 99 | False 100 | Microsoft .NET Framework 4.6.1 %28x86 和 x64%29 101 | true 102 | 103 | 104 | False 105 | .NET Framework 3.5 SP1 106 | false 107 | 108 | 109 | 110 | -------------------------------------------------------------------------------- /CelesteExtractor/GraphicsDeviceService.cs: -------------------------------------------------------------------------------- 1 | #region File Description 2 | //----------------------------------------------------------------------------- 3 | // GraphicsDeviceService.cs 4 | // 5 | // Microsoft XNA Community Game Platform 6 | // Copyright (C) Microsoft Corporation. All rights reserved. 7 | //----------------------------------------------------------------------------- 8 | #endregion 9 | 10 | #region Using Statements 11 | using System; 12 | using System.Threading; 13 | using Microsoft.Xna.Framework.Graphics; 14 | #endregion 15 | 16 | // The IGraphicsDeviceService interface requires a DeviceCreated event, but we 17 | // always just create the device inside our constructor, so we have no place to 18 | // raise that event. The C# compiler warns us that the event is never used, but 19 | // we don't care so we just disable this warning. 20 | #pragma warning disable 67 21 | 22 | namespace WinFormsGraphicsDevice 23 | { 24 | /// 25 | /// Helper class responsible for creating and managing the GraphicsDevice. 26 | /// All GraphicsDeviceControl instances share the same GraphicsDeviceService, 27 | /// so even though there can be many controls, there will only ever be a single 28 | /// underlying GraphicsDevice. This implements the standard IGraphicsDeviceService 29 | /// interface, which provides notification events for when the device is reset 30 | /// or disposed. 31 | /// 32 | class GraphicsDeviceService : IGraphicsDeviceService 33 | { 34 | #region Fields 35 | 36 | 37 | // Singleton device service instance. 38 | static GraphicsDeviceService singletonInstance; 39 | 40 | 41 | // Keep track of how many controls are sharing the singletonInstance. 42 | static int referenceCount; 43 | 44 | 45 | #endregion 46 | 47 | 48 | /// 49 | /// Constructor is private, because this is a singleton class: 50 | /// client controls should use the public AddRef method instead. 51 | /// 52 | GraphicsDeviceService(IntPtr windowHandle, int width, int height) 53 | { 54 | parameters = new PresentationParameters(); 55 | 56 | parameters.BackBufferWidth = Math.Max(width, 1); 57 | parameters.BackBufferHeight = Math.Max(height, 1); 58 | parameters.BackBufferFormat = SurfaceFormat.Color; 59 | parameters.DepthStencilFormat = DepthFormat.Depth24; 60 | parameters.DeviceWindowHandle = windowHandle; 61 | parameters.PresentationInterval = PresentInterval.Immediate; 62 | parameters.IsFullScreen = false; 63 | 64 | // In order to support texture2D larger than 2048 * 2048, 65 | // we have to use HiDef, not Reach. 66 | graphicsDevice = new GraphicsDevice(GraphicsAdapter.DefaultAdapter, 67 | GraphicsProfile.HiDef, 68 | parameters); 69 | } 70 | 71 | 72 | /// 73 | /// Gets a reference to the singleton instance. 74 | /// 75 | public static GraphicsDeviceService AddRef(IntPtr windowHandle, 76 | int width, int height) 77 | { 78 | // Increment the "how many controls sharing the device" reference count. 79 | if (Interlocked.Increment(ref referenceCount) == 1) 80 | { 81 | // If this is the first control to start using the 82 | // device, we must create the singleton instance. 83 | singletonInstance = new GraphicsDeviceService(windowHandle, 84 | width, height); 85 | } 86 | 87 | return singletonInstance; 88 | } 89 | 90 | 91 | /// 92 | /// Releases a reference to the singleton instance. 93 | /// 94 | public void Release(bool disposing) 95 | { 96 | // Decrement the "how many controls sharing the device" reference count. 97 | if (Interlocked.Decrement(ref referenceCount) == 0) 98 | { 99 | // If this is the last control to finish using the 100 | // device, we should dispose the singleton instance. 101 | if (disposing) 102 | { 103 | if (DeviceDisposing != null) 104 | DeviceDisposing(this, EventArgs.Empty); 105 | 106 | graphicsDevice.Dispose(); 107 | } 108 | 109 | graphicsDevice = null; 110 | } 111 | } 112 | 113 | 114 | /// 115 | /// Resets the graphics device to whichever is bigger out of the specified 116 | /// resolution or its current size. This behavior means the device will 117 | /// demand-grow to the largest of all its GraphicsDeviceControl clients. 118 | /// 119 | public void ResetDevice(int width, int height) 120 | { 121 | if (DeviceResetting != null) 122 | DeviceResetting(this, EventArgs.Empty); 123 | 124 | parameters.BackBufferWidth = Math.Max(parameters.BackBufferWidth, width); 125 | parameters.BackBufferHeight = Math.Max(parameters.BackBufferHeight, height); 126 | 127 | graphicsDevice.Reset(parameters); 128 | 129 | if (DeviceReset != null) 130 | DeviceReset(this, EventArgs.Empty); 131 | } 132 | 133 | 134 | /// 135 | /// Gets the current graphics device. 136 | /// 137 | public GraphicsDevice GraphicsDevice 138 | { 139 | get { return graphicsDevice; } 140 | } 141 | 142 | GraphicsDevice graphicsDevice; 143 | 144 | 145 | // Store the current device settings. 146 | PresentationParameters parameters; 147 | 148 | 149 | // IGraphicsDeviceService events. 150 | public event EventHandler DeviceCreated; 151 | public event EventHandler DeviceDisposing; 152 | public event EventHandler DeviceReset; 153 | public event EventHandler DeviceResetting; 154 | } 155 | } 156 | -------------------------------------------------------------------------------- /CelesteExtractor/Program.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using System.Collections.Generic; 3 | using System.Linq; 4 | using System.Text; 5 | using System.Threading.Tasks; 6 | using Microsoft.Xna.Framework; 7 | using Microsoft.Xna.Framework.Graphics; 8 | using Microsoft.Xna.Framework.Content; 9 | using WinFormsGraphicsDevice; 10 | using System.Windows.Forms; 11 | using MyMonocle; 12 | using System.IO; 13 | 14 | namespace CelesteExtractor 15 | { 16 | class Extrator 17 | { 18 | private static string _output_dir = @"I:\Temps\Images\Celeste2"; 19 | 20 | struct AtlasInfo 21 | { 22 | public string Path { get;private set; } 23 | public Atlas.AtlasDataFormat Format { get;private set; } 24 | public AtlasInfo(string path, Atlas.AtlasDataFormat format) 25 | { 26 | this.Path = path; 27 | this.Format = format; 28 | } 29 | } 30 | 31 | private static readonly Dictionary _components = new Dictionary { 32 | // OVR 33 | { "Overworld", new AtlasInfo(Path.Combine("Graphics", "Atlases", "Overworld"), Atlas.AtlasDataFormat.PackerNoAtlas)}, 34 | // GFX 35 | { "GamePlay", new AtlasInfo(Path.Combine("Graphics", "Atlases", "Gameplay"), Atlas.AtlasDataFormat.Packer)}, 36 | { "Openning", new AtlasInfo(Path.Combine("Graphics", "Atlases", "Opening"), Atlas.AtlasDataFormat.PackerNoAtlas)}, 37 | { "Gui", new AtlasInfo(Path.Combine("Graphics", "Atlases", "Gui"), Atlas.AtlasDataFormat.Packer)}, 38 | { "Misc", new AtlasInfo(Path.Combine("Graphics", "Atlases", "Misc"), Atlas.AtlasDataFormat.PackerNoAtlas)}, 39 | { "Portraits", new AtlasInfo(Path.Combine("Graphics", "Atlases", "Portraits"), Atlas.AtlasDataFormat.PackerNoAtlas)}, 40 | // MTN 41 | { "FileSelect", new AtlasInfo(Path.Combine("Graphics", "Atlases", "FileSelect"), Atlas.AtlasDataFormat.Packer)}, 42 | { "Journal", new AtlasInfo(Path.Combine("Graphics", "Atlases", "Journal"), Atlas.AtlasDataFormat.Packer)}, 43 | { "Mountains", new AtlasInfo(Path.Combine("Graphics", "Atlases", "Mountain"), Atlas.AtlasDataFormat.PackerNoAtlas) }, 44 | { "CheckPoints", new AtlasInfo(Path.Combine("Graphics", "Atlases", "Checkpoints"), Atlas.AtlasDataFormat.PackerNoAtlas)}, 45 | // CS10_Ending 46 | { "Farewell", new AtlasInfo(Path.Combine("Graphics", "Atlases", "Farewell"), Atlas.AtlasDataFormat.PackerNoAtlas) }, 47 | // WaveDash 48 | { "WaveDash", new AtlasInfo(Path.Combine("Graphics", "Atlases", "WaveDashing"), Atlas.AtlasDataFormat.Packer) }, 49 | // From my guessing 50 | { "CelestialResort", new AtlasInfo(Path.Combine("Graphics", "Atlases", "CelestialResort"), Atlas.AtlasDataFormat.PackerNoAtlas)}, 51 | { "Core", new AtlasInfo(Path.Combine("Graphics", "Atlases", "Core"), Atlas.AtlasDataFormat.PackerNoAtlas)}, 52 | { "Cliffside", new AtlasInfo(Path.Combine("Graphics", "Atlases", "Cliffside"), Atlas.AtlasDataFormat.PackerNoAtlas)}, 53 | { "ForsakenCity", new AtlasInfo(Path.Combine("Graphics", "Atlases", "ForsakenCity"), Atlas.AtlasDataFormat.PackerNoAtlas)}, 54 | { "MirrorTemple", new AtlasInfo(Path.Combine("Graphics", "Atlases", "MirrorTemple"), Atlas.AtlasDataFormat.PackerNoAtlas)}, 55 | { "OldSite", new AtlasInfo(Path.Combine("Graphics", "Atlases", "OldSite"), Atlas.AtlasDataFormat.PackerNoAtlas)}, 56 | { "SummitEnd", new AtlasInfo(Path.Combine("Graphics", "Atlases", "SummitEnd"), Atlas.AtlasDataFormat.PackerNoAtlas)}, 57 | { "SummitIntro", new AtlasInfo(Path.Combine("Graphics", "Atlases", "SummitIntro"), Atlas.AtlasDataFormat.PackerNoAtlas)}, 58 | { "TheFall", new AtlasInfo(Path.Combine("Graphics", "Atlases", "TheFall"), Atlas.AtlasDataFormat.PackerNoAtlas)}, 59 | }; 60 | 61 | private static void _extract(string type) 62 | { 63 | Console.WriteLine("Start to extract {0}", type); 64 | AtlasInfo info = _components[type]; 65 | Atlas atlas = Atlas.FromAtlas(info.Path, info.Format); 66 | foreach (VirtualTexture texture in atlas.Sources) 67 | { 68 | Console.WriteLine("Writing {0} to specified output directory...", Path.GetFileName(texture.Path)); 69 | texture.SaveAsPng(Path.Combine(_output_dir, texture.Path) + ".png"); 70 | } 71 | } 72 | 73 | static void WaitExit() 74 | { 75 | Console.WriteLine("Press any key to exit..."); 76 | Console.ReadKey(); 77 | } 78 | 79 | static void Main(string[] args) 80 | { 81 | if(args.Length != 2) 82 | { 83 | Console.WriteLine("Celeste Extractor : Extracting all atlas in Celeste."); 84 | Console.WriteLine("Usage: CelesteExtractor [ContentDirectory] [OutputDirectory]"); 85 | WaitExit(); 86 | return; 87 | } 88 | else 89 | { 90 | if (!Directory.Exists(args[0])) 91 | { 92 | Console.WriteLine("Content directory doesn't exist!"); 93 | WaitExit(); 94 | return; 95 | } 96 | else 97 | { 98 | Celeste.Celeste.ContentDirectory = args[0]; 99 | } 100 | _output_dir = args[1]; 101 | } 102 | foreach(string type in _components.Keys) 103 | { 104 | try 105 | { 106 | _extract(type); 107 | } 108 | catch (DirectoryNotFoundException) 109 | { 110 | Console.WriteLine("Directory not found. Please check the input directory!"); 111 | WaitExit(); 112 | return; 113 | } 114 | } 115 | Console.WriteLine("Done!"); 116 | WaitExit(); 117 | return; 118 | } 119 | } 120 | } 121 | -------------------------------------------------------------------------------- /CelesteExtractor/Properties/AssemblyInfo.cs: -------------------------------------------------------------------------------- 1 | using System.Reflection; 2 | using System.Runtime.CompilerServices; 3 | using System.Runtime.InteropServices; 4 | 5 | // 有关程序集的一般信息由以下 6 | // 控制。更改这些特性值可修改 7 | // 与程序集关联的信息。 8 | [assembly: AssemblyTitle("CelesteExtractor")] 9 | [assembly: AssemblyDescription("")] 10 | [assembly: AssemblyConfiguration("")] 11 | [assembly: AssemblyCompany("")] 12 | [assembly: AssemblyProduct("CelesteExtractor")] 13 | [assembly: AssemblyCopyright("Copyright © 2018")] 14 | [assembly: AssemblyTrademark("")] 15 | [assembly: AssemblyCulture("")] 16 | 17 | // 将 ComVisible 设置为 false 会使此程序集中的类型 18 | //对 COM 组件不可见。如果需要从 COM 访问此程序集中的类型 19 | //请将此类型的 ComVisible 特性设置为 true。 20 | [assembly: ComVisible(false)] 21 | 22 | // 如果此项目向 COM 公开,则下列 GUID 用于类型库的 ID 23 | [assembly: Guid("f0d38431-9510-4842-ba27-8640c6cc8664")] 24 | 25 | // 程序集的版本信息由下列四个值组成: 26 | // 27 | // 主版本 28 | // 次版本 29 | // 生成号 30 | // 修订号 31 | // 32 | // 可以指定所有值,也可以使用以下所示的 "*" 预置版本号和修订号 33 | // 方法是按如下所示使用“*”: : 34 | // [assembly: AssemblyVersion("1.0.*")] 35 | [assembly: AssemblyVersion("1.0.0.0")] 36 | [assembly: AssemblyFileVersion("1.0.0.0")] 37 | -------------------------------------------------------------------------------- /CelesteExtractor/ServiceContainer.cs: -------------------------------------------------------------------------------- 1 | #region File Description 2 | //----------------------------------------------------------------------------- 3 | // ServiceContainer.cs 4 | // 5 | // Microsoft XNA Community Game Platform 6 | // Copyright (C) Microsoft Corporation. All rights reserved. 7 | //----------------------------------------------------------------------------- 8 | #endregion 9 | 10 | #region Using Statements 11 | using System; 12 | using System.Collections.Generic; 13 | #endregion 14 | 15 | namespace WinFormsGraphicsDevice 16 | { 17 | /// 18 | /// Container class implements the IServiceProvider interface. This is used 19 | /// to pass shared services between different components, for instance the 20 | /// ContentManager uses it to locate the IGraphicsDeviceService implementation. 21 | /// 22 | public class ServiceContainer : IServiceProvider 23 | { 24 | Dictionary services = new Dictionary(); 25 | 26 | 27 | /// 28 | /// Adds a new service to the collection. 29 | /// 30 | public void AddService(T service) 31 | { 32 | services.Add(typeof(T), service); 33 | } 34 | 35 | 36 | /// 37 | /// Looks up the specified service. 38 | /// 39 | public object GetService(Type serviceType) 40 | { 41 | object service; 42 | 43 | services.TryGetValue(serviceType, out service); 44 | 45 | return service; 46 | } 47 | } 48 | } 49 | -------------------------------------------------------------------------------- /CelesteExtractor/VirtualTexture.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using System.Collections.Generic; 3 | using System.IO; 4 | using System.Linq; 5 | using System.Text; 6 | using System.Threading.Tasks; 7 | using Microsoft.Xna.Framework; 8 | using Microsoft.Xna.Framework.Graphics; 9 | 10 | 11 | namespace MyMonocle 12 | { 13 | using Celeste = CelesteExtractor.Celeste.Celeste; 14 | 15 | public class VirtualTexture 16 | { 17 | /// 18 | /// 19 | /// The length here is to keep the same with original assembly 20 | /// 21 | /// 22 | internal static readonly byte[] buffer = new byte[67108864]; 23 | 24 | internal static readonly byte[] bytes = new byte[524288]; 25 | 26 | public string Path { get; private set; } 27 | 28 | public Texture2D Texture { get; private set; } 29 | 30 | internal VirtualTexture(string path) 31 | { 32 | this.Path = path; 33 | this.Reload(); 34 | } 35 | 36 | public void SaveAsPng(string path) 37 | { 38 | Directory.CreateDirectory(System.IO.Path.GetDirectoryName(path)); 39 | using (FileStream fileStream = File.OpenWrite(path)) 40 | { 41 | this.Texture.SaveAsPng(fileStream, this.Texture.Width, this.Texture.Height); 42 | } 43 | } 44 | 45 | internal unsafe void Reload() 46 | { 47 | /* 48 | * 49 | * I remove some irrelevant codes in original assembly here. 50 | * 51 | */ 52 | string extension = System.IO.Path.GetExtension(this.Path); 53 | if (extension == ".data") 54 | { 55 | using (FileStream fileStream = File.OpenRead(System.IO.Path.Combine(Celeste.ContentDirectory, this.Path))) 56 | { 57 | fileStream.Read(VirtualTexture.bytes, 0, 524288); 58 | int num = 0; 59 | int num2 = BitConverter.ToInt32(VirtualTexture.bytes, num); 60 | int num3 = BitConverter.ToInt32(VirtualTexture.bytes, num + 4); 61 | bool flag = VirtualTexture.bytes[num + 8] == 1; 62 | num += 9; 63 | int num4 = num2 * num3 * 4; 64 | int j = 0; 65 | try 66 | { 67 | byte[] array3 = VirtualTexture.bytes; 68 | fixed (byte* ptr2 = &array3[0]) 69 | { 70 | byte[] array4 = VirtualTexture.buffer; 71 | fixed (byte* ptr3 = &array4[0]) 72 | { 73 | while (j < num4) 74 | { 75 | int num5 = (int)(ptr2[num] * 4); 76 | if (flag) 77 | { 78 | byte b = ptr2[num + 1]; 79 | if (b > 0) 80 | { 81 | ptr3[j] = ptr2[num + 4]; 82 | ptr3[j + 1] = ptr2[num + 3]; 83 | ptr3[j + 2] = ptr2[num + 2]; 84 | ptr3[j + 3] = b; 85 | num += 5; 86 | } 87 | else 88 | { 89 | ptr3[j] = 0; 90 | ptr3[j + 1] = 0; 91 | ptr3[j + 2] = 0; 92 | ptr3[j + 3] = 0; 93 | num += 2; 94 | } 95 | } 96 | else 97 | { 98 | ptr3[j] = ptr2[num + 3]; 99 | ptr3[j + 1] = ptr2[num + 2]; 100 | ptr3[j + 2] = ptr2[num + 1]; 101 | ptr3[j + 3] = byte.MaxValue; 102 | num += 4; 103 | } 104 | if (num5 > 4) 105 | { 106 | int k = j + 4; 107 | int num6 = j + num5; 108 | while (k < num6) 109 | { 110 | ptr3[k] = ptr3[j]; 111 | ptr3[k + 1] = ptr3[j + 1]; 112 | ptr3[k + 2] = ptr3[j + 2]; 113 | ptr3[k + 3] = ptr3[j + 3]; 114 | k += 4; 115 | } 116 | } 117 | j += num5; 118 | if (num > 524256) 119 | { 120 | int num7 = 524288 - num; 121 | for (int l = 0; l < num7; l++) 122 | { 123 | ptr2[l] = ptr2[num + l]; 124 | } 125 | fileStream.Read(VirtualTexture.bytes, num7, 524288 - num7); 126 | num = 0; 127 | } 128 | } 129 | } 130 | } 131 | } 132 | finally 133 | { 134 | byte[] array3 = null; 135 | byte[] array4 = null; 136 | } 137 | this.Texture = new Texture2D(Celeste.graphicsDevice, num2, num3); 138 | this.Texture.SetData(VirtualTexture.buffer, 0, num4); 139 | } 140 | } 141 | else if (extension == ".png") 142 | { 143 | using (FileStream fileStream2 = File.OpenRead(System.IO.Path.Combine(Celeste.ContentDirectory, this.Path))) 144 | { 145 | this.Texture = Texture2D.FromStream(Celeste.graphicsDevice, fileStream2); 146 | } 147 | int num8 = this.Texture.Width * this.Texture.Height; 148 | Color[] array5 = new Color[num8]; 149 | this.Texture.GetData(array5, 0, num8); 150 | Color[] array2 = array5; 151 | fixed (Color* ptr4 = &array2[0]) 152 | { 153 | for (int m = 0; m < num8; m++) 154 | { 155 | ptr4[m].R = (byte)((float)ptr4[m].R * ((float)ptr4[m].A / 255f)); 156 | ptr4[m].G = (byte)((float)ptr4[m].G * ((float)ptr4[m].A / 255f)); 157 | ptr4[m].B = (byte)((float)ptr4[m].B * ((float)ptr4[m].A / 255f)); 158 | } 159 | array2 = null; 160 | this.Texture.SetData(array5, 0, num8); 161 | } 162 | } 163 | else if (extension == ".xnb") 164 | { 165 | string assetName = this.Path.Replace(".xnb", ""); 166 | this.Texture = Celeste.Content.Load(assetName); 167 | } 168 | else 169 | { 170 | using (FileStream fileStream3 = File.OpenRead(System.IO.Path.Combine(Celeste.ContentDirectory, this.Path))) 171 | { 172 | this.Texture = Texture2D.FromStream(Celeste.graphicsDevice, fileStream3); 173 | } 174 | } 175 | } 176 | 177 | } 178 | } 179 | -------------------------------------------------------------------------------- /CelesteExtractor/XNA/Microsoft.Xna.Framework.Game.dll: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/wtdcode/CelesteExtractor/b5d96d95d454a922cdd607ba2ebb4dcffbce07f1/CelesteExtractor/XNA/Microsoft.Xna.Framework.Game.dll -------------------------------------------------------------------------------- /CelesteExtractor/XNA/Microsoft.Xna.Framework.GamerServices.dll: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/wtdcode/CelesteExtractor/b5d96d95d454a922cdd607ba2ebb4dcffbce07f1/CelesteExtractor/XNA/Microsoft.Xna.Framework.GamerServices.dll -------------------------------------------------------------------------------- /CelesteExtractor/XNA/Microsoft.Xna.Framework.Graphics.dll: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/wtdcode/CelesteExtractor/b5d96d95d454a922cdd607ba2ebb4dcffbce07f1/CelesteExtractor/XNA/Microsoft.Xna.Framework.Graphics.dll -------------------------------------------------------------------------------- /CelesteExtractor/XNA/Microsoft.Xna.Framework.dll: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/wtdcode/CelesteExtractor/b5d96d95d454a922cdd607ba2ebb4dcffbce07f1/CelesteExtractor/XNA/Microsoft.Xna.Framework.dll -------------------------------------------------------------------------------- /LICENSE: -------------------------------------------------------------------------------- 1 | DO WHAT THE FUCK YOU WANT TO PUBLIC LICENSE 2 | Version 2, December 2004 3 | 4 | Copyright (C) 2004 Sam Hocevar 5 | 6 | Everyone is permitted to copy and distribute verbatim or modified 7 | copies of this license document, and changing it is allowed as long 8 | as the name is changed. 9 | 10 | DO WHAT THE FUCK YOU WANT TO PUBLIC LICENSE 11 | TERMS AND CONDITIONS FOR COPYING, DISTRIBUTION AND MODIFICATION 12 | 13 | 0. You just DO WHAT THE FUCK YOU WANT TO. 14 | -------------------------------------------------------------------------------- /README.md: -------------------------------------------------------------------------------- 1 | # CelesteExtractor 2 | 3 | ## Introduction 4 | 5 | It is a tool to extract all atlas in Celeste. 6 | 7 | ## Download 8 | 9 | Binary release can be found in [here](https://github.com/wtdcode/CelesteExtractor/releases). 10 | 11 | ## Usage 12 | 13 | ```batch 14 | CelesteExtractor.exe [ContentDirectory] [OutputDirectory] 15 | ``` 16 | 17 | Pay attention to **ContentDirectory**. For example, if you have Celeste installed in `C:\Celeste`, the ContentDirectory should be `C:\Celeste\Content`. 18 | 19 | If the output directory doesn't exist, it will create it for you. 20 | 21 | ## Audio 22 | 23 | Looking for audio resources? See [this](https://www.fmod.com/download#demos). 24 | 25 | ## Issue 26 | 27 | If you encounter any problem, please post an issue with any relevant information. I will check it as soon as possible. 28 | 29 | ## License 30 | 31 | ![](http://www.wtfpl.net/wp-content/uploads/2012/12/wtfpl-badge-4.png) 32 | 33 | ``` 34 | DO WHAT THE FUCK YOU WANT TO PUBLIC LICENSE 35 | Version 2, December 2004 36 | 37 | Copyright (C) 2004 Sam Hocevar 38 | 39 | Everyone is permitted to copy and distribute verbatim or modified 40 | copies of this license document, and changing it is allowed as long 41 | as the name is changed. 42 | 43 | DO WHAT THE FUCK YOU WANT TO PUBLIC LICENSE 44 | TERMS AND CONDITIONS FOR COPYING, DISTRIBUTION AND MODIFICATION 45 | 46 | 0. You just DO WHAT THE FUCK YOU WANT TO. 47 | ``` 48 | 49 | Feel free to do anything about the codes. 50 | 51 | ## Celeste 52 | 53 | ![](https://raw.githubusercontent.com/wtdcode/CelesteExtractor/master/normal04.png) 54 | 55 | Enjoy the game :p. 56 | -------------------------------------------------------------------------------- /normal04.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/wtdcode/CelesteExtractor/b5d96d95d454a922cdd607ba2ebb4dcffbce07f1/normal04.png --------------------------------------------------------------------------------