This program unpacks Playstation 3 Theme files (.p3t) so that you can touch-up an existing theme to your likings or use a certain wallpaper from it (as many themes have multiple). But remember, if you use content from another theme and release it, be sure to give credit!
Download p3textractor.zip from above. Extract the files to a folder with a program such as WinZip or WinRAR. Now there are multiple ways to extract the theme.
The first way is to simply open the p3t file with p3textractor.exe. If you don’t know how to do this, right click the p3t file and select Open With. Alternatively, open the p3t file and it will ask you to select a program to open with. Click Browse and find p3textractor.exe from where you previously extracted it to. It will open CMD and extract the theme to extracted.[filename]. After that, all you need to do for any future p3t files is open them and it will extract.
The second way is very simple. Just drag the p3t file to p3textractor.exe. It will open CMD and extract the theme to extracted.[filename].
For the third way, first put the p3t file you want to extract into the same folder as p3textractor.exe. Open CMD and browse to the folder with p3extractor.exe. Enter the following: p3textractor filename.p3t [destination path]Replace filename with the name of the p3t file, and replace [destination path] with the name of the folder you want the files to be extracted to. A destination path is not required. By default it will extract to extracted.filename.
This program unpacks Playstation 3 Theme files (.p3t) so that you can touch-up an existing theme to your likings or use a certain wallpaper from it (as many themes have multiple). But remember, if you use content from another theme and release it, be sure to give credit!
Download p3textractor.zip from above. Extract the files to a folder with a program such as WinZip or WinRAR. Now there are multiple ways to extract the theme.
The first way is to simply open the p3t file with p3textractor.exe. If you don’t know how to do this, right click the p3t file and select Open With. Alternatively, open the p3t file and it will ask you to select a program to open with. Click Browse and find p3textractor.exe from where you previously extracted it to. It will open CMD and extract the theme to extracted.[filename]. After that, all you need to do for any future p3t files is open them and it will extract.
The second way is very simple. Just drag the p3t file to p3textractor.exe. It will open CMD and extract the theme to extracted.[filename].
For the third way, first put the p3t file you want to extract into the same folder as p3textractor.exe. Open CMD and browse to the folder with p3extractor.exe. Enter the following: p3textractor filename.p3t [destination path]Replace filename with the name of the p3t file, and replace [destination path] with the name of the folder you want the files to be extracted to. A destination path is not required. By default it will extract to extracted.filename.
This program unpacks Playstation 3 Theme files (.p3t) so that you can touch-up an existing theme to your likings or use a certain wallpaper from it (as many themes have multiple). But remember, if you use content from another theme and release it, be sure to give credit!
Download p3textractor.zip from above. Extract the files to a folder with a program such as WinZip or WinRAR. Now there are multiple ways to extract the theme.
The first way is to simply open the p3t file with p3textractor.exe. If you don’t know how to do this, right click the p3t file and select Open With. Alternatively, open the p3t file and it will ask you to select a program to open with. Click Browse and find p3textractor.exe from where you previously extracted it to. It will open CMD and extract the theme to extracted.[filename]. After that, all you need to do for any future p3t files is open them and it will extract.
The second way is very simple. Just drag the p3t file to p3textractor.exe. It will open CMD and extract the theme to extracted.[filename].
For the third way, first put the p3t file you want to extract into the same folder as p3textractor.exe. Open CMD and browse to the folder with p3extractor.exe. Enter the following: p3textractor filename.p3t [destination path]Replace filename with the name of the p3t file, and replace [destination path] with the name of the folder you want the files to be extracted to. A destination path is not required. By default it will extract to extracted.filename.
The family was conceived by Groening shortly before a solicitation for a series of animated shorts with producer Brooks. He created a dysfunctional family and named the characters after his own family members, substituting Bart for his own name; he thought Simpson was a funny name in that it sounded similar to "simpleton".[4] The shorts became a part of The Tracey Ullman Show on April 19, 1987. After three seasons, the sketch was developed into a half-hour prime time show and became Fox's first series to land in the Top 30 ratings in a season (1989–1990).
On January 26, 2023, the series was renewed for its 35th and 36th seasons, taking the show through the 2024–25 television season.[6] Both seasons contain a combined total of 51 episodes. Seven of these episodes are season 34 holdovers, while the other 44 will be produced in the production cycle of the upcoming seasons, bringing the show's overall episode total up to 801.[7] Season 35 premiered on October 1, 2023.[8]
The Simpsons received widespread acclaim throughout its early seasons in the 1990s, which are generally considered its "golden age". Since then, it has been criticized for a perceived decline in quality. Time named it the 20th century's best television series,[9] and Erik Adams of The A.V. Club named it "television's crowning achievement regardless of format".[10] On January 14, 2000, the Simpson family was awarded a star on the Hollywood Walk of Fame. It has won dozens of awards since it debuted as a series, including 37 Primetime Emmy Awards, 34 Annie Awards, and 2 Peabody Awards. Homer's exclamatory catchphrase of "D'oh!" has been adopted into the English language, while The Simpsons has influenced many other later adult-oriented animated sitcom television series.
The main characters are the Simpson family, who live in the fictional "Middle America" town of Springfield.[11]Homer, the father, works as a safety inspector at the Springfield Nuclear Power Plant, a position at odds with his careless, buffoonish personality. He is married to Marge (née Bouvier), a stereotypical American housewife and mother. They have three children: Bart, a ten-year-old troublemaker and prankster; Lisa, a precocious eight-year-old activist; and Maggie, the baby of the family who rarely speaks, but communicates by sucking on a pacifier. Although the family is dysfunctional, many episodes examine their relationships and bonds with each other and they are often shown to care about one another.[12]
The creators originally intended many of these characters as one-time jokes or for fulfilling needed functions in the town. A number of them have gained expanded roles and subsequently starred in their own episodes. According to Matt Groening, the show adopted the concept of a large supporting cast from the comedy show SCTV.[14]
Despite the depiction of yearly milestones such as holidays or birthdays passing, the characters never age. The series uses a floating timeline in which episodes generally take place in the year the episode is produced. Flashbacks and flashforwards do occasionally depict the characters at other points in their lives, with the timeline of these depictions also generally floating relative to the year the episode is produced. For example, the 1991 episodes "The Way We Was" and "I Married Marge" depict Homer and Marge as high schoolers in the 1970s who had Bart (who is always 10 years old) in the early '80s, while the 2008 episode "That '90s Show" depicts Homer and Marge as a childless couple in the '90s, and the 2021 episode "Do Pizza Bots Dream of Electric Guitars" portrays Homer as an adolescent in the same period. The 1995 episode "Lisa's Wedding" takes place during Lisa's college years in the then-future year of 2010, the same year the show began airing its 22nd season, in which Lisa was still 8. Regarding the contradictory flashbacks, Selman stated that "they all kind of happened in their imaginary world."[15]
The show follows a loose and inconsistent continuity. For example, Krusty the Clown may be able to read in one episode, but not in another. However, it is consistently portrayed that he is Jewish, that his father was a rabbi, and that his career began in the 1960s. The latter point introduces another snag in the floating timeline: historical periods that are a core part of a character's backstory remain so even when their age makes it unlikely or impossible, such as Grampa Simpson and Principal Skinner's respective service in World War II and Vietnam.
The only episodes not part of the series' main canon are the Treehouse of Horror episodes, which often feature the deaths of main characters. Characters who die in "regular" episodes, such as Maude Flanders, Mona Simpson and Edna Krabappel, however, stay dead. Most episodes end with the status quo being restored, though occasionally major changes will stick, such as Lisa's conversions to vegetarianism and Buddhism, the divorce of Milhouse van Houten's parents, and the marriage and subsequent parenthood of Apu and Manjula.
The Simpsons takes place in a fictional American town called Springfield. Although there are many real settlements in America named Springfield,[16] the town the show is set in is fictional. The state it is in is not established. In fact, the show is intentionally evasive with regard to Springfield's location.[17] Springfield's geography and that of its surroundings is inconsistent: from one episode to another, it may have coastlines, deserts, vast farmland, mountains, or whatever the story or joke requires.[18] Groening has said that Springfield has much in common with Portland, Oregon, the city where he grew up.[19] Groening has said that he named it after Springfield, Oregon, and the fictitious Springfield which was the setting of the series Father Knows Best. He "figured out that Springfield was one of the most common names for a city in the U.S. In anticipation of the success of the show, I thought, 'This will be cool; everyone will think it's their Springfield.' And they do."[20] Many landmarks, including street names, have connections to Portland.[21]
When producer James L. Brooks was working on the television variety show The Tracey Ullman Show, he decided to include small animated sketches before and after the commercial breaks. Having seen one of cartoonist Matt Groening's Life in Hell comic strips, Brooks asked Groening to pitch an idea for a series of animated shorts. Groening initially intended to present an animated version of his Life in Hell series.[22] However, Groening later realized that animating Life in Hell would require the rescinding of publication rights for his life's work. He therefore chose another approach while waiting in the lobby of Brooks's office for the pitch meeting, hurriedly formulating his version of a dysfunctional family that became the Simpsons.[22][23] He named the characters after his own family members, substituting "Bart" for his own name, adopting an anagram of the word brat.[22]
The Simpson family first appeared as shorts in The Tracey Ullman Show on April 19, 1987.[24] Groening submitted only basic sketches to the animators and assumed that the figures would be cleaned up in production. However, the animators merely re-traced his drawings, which led to the crude appearance of the characters in the initial shorts.[22] The animation was produced domestically at Klasky Csupo,[25][26] with Wes Archer, David Silverman, and Bill Kopp being animators for the first season.[27] The colorist, "Georgie" Gyorgyi Kovacs Peluce (Kovács Györgyike)[28][29][30][31][32][33] made the characters yellow; as Bart, Lisa and Maggie have no hairlines, she felt they would look strange if they were flesh-colored. Groening supported the decision, saying: "Marge is yellow with blue hair? That's hilarious — let's do it!"[27]
In 1989, a team of production companies adapted The Simpsons into a half-hour series for the Fox Broadcasting Company. The team included the Klasky Csupo animation house. Brooks negotiated a provision in the contract with the Fox network that prevented Fox from interfering with the show's content.[34] Groening said his goal in creating the show was to offer the audience an alternative to what he called "the mainstream trash" that they were watching.[35] The half-hour series premiered on December 17, 1989, with "Simpsons Roasting on an Open Fire".[36] "Some Enchanted Evening" was the first full-length episode produced, but it did not broadcast until May 1990, as the last episode of the first season, because of animation problems.[37] In 1992, Tracey Ullman filed a lawsuit against Fox, claiming that her show was the source of the series' success. The suit said she should receive a share of the profits of The Simpsons[38]—a claim rejected by the courts.[39]
Matt Groening and James L. Brooks have served as executive producers during the show's entire history, and also function as creative consultants. Sam Simon, described by former Simpsons director Brad Bird as "the unsung hero" of the show,[40] served as creative supervisor for the first four seasons. He was constantly at odds with Groening, Brooks and the show's production company Gracie Films and left in 1993.[41] Before leaving, he negotiated a deal that sees him receive a share of the profits every year, and an executive producer credit despite not having worked on the show since 1993,[41][42] at least until his passing in 2015.[43] A more involved position on the show is the showrunner, who acts as head writer and manages the show's production for an entire season.[27]
The first team of writers, assembled by Sam Simon, consisted of John Swartzwelder, Jon Vitti, George Meyer, Jeff Martin, Al Jean, Mike Reiss, Jay Kogen and Wallace Wolodarsky.[44] Newer Simpsons' writing teams typically consist of sixteen writers who propose episode ideas at the beginning of each December.[45] The main writer of each episode writes the first draft. Group rewriting sessions develop final scripts by adding or removing jokes, inserting scenes, and calling for re-readings of lines by the show's vocal performers.[46] Until 2004,[47] George Meyer, who had developed the show since the first season, was active in these sessions. According to long-time writer Jon Vitti, Meyer usually invented the best lines in a given episode, even though other writers may receive script credits.[46] Each episode takes six months to produce so the show rarely comments on current events.[48]
The first Assassin's Creed game was released in 2007, and the series has featured thirteen main installments in total, the most recent being Assassin's Creed Mirage in 2023. Main games in the Assassin's Creed series are set in an open world and played from the third-person view. Gameplay revolves around combat, stealth, and exploration, including the use of parkour to navigate the environment. The games feature both main and side missions, and some titles also include competitive and cooperative multiplayer game modes.
A new story and occasionally new time periods are introduced in each entry, with the gameplay elements also evolving. There are three overarching story arcs in the series. The first five main games follow Desmond Miles, a descendant of several important Assassins throughout history, who uses a machine called the Animus to relive his ancestors' memories and find powerful artifacts called Pieces of Eden in an attempt to prevent a catastrophic event, referencing the 2012 phenomenon. From Assassin's Creed IV: Black Flag to Assassin's Creed Syndicate, Assassin initiates and employees of Abstergo (a company used as a front by the modern-day Templars) record genetic memories using the Helix software, helping the Templars and Assassins find new Pieces of Eden in the modern world. The next three games, Assassin's Creed Origins, Odyssey, and Valhalla, follow ex-Abstergo employee Layla Hassan on her own quest to save humanity from another disaster.
The main games in the Assassin's Creed franchise have received generally positive reviews for their ambition in visuals, game design, and narratives, with criticism for the yearly release cycle and frequent bugs, as well as the prioritising of role-playing mechanics in later titles. The series has received multiple awards and nominations, including multiple Game of the Year awards. It is commercially successful, selling over 200 million copies as of September 2022[update], becoming Ubisoft's best-selling franchise and one of the highest selling video game franchises of all time. While main titles are produced for major consoles and desktop platforms, multiple spin-off games have been released for consoles, mobiles, and handheld platforms. A series of art books, encyclopedias, comics, and novels have also been published. A live-action film adaptation of the series, titled Assassin's Creed, was released in 2016.
While the games in the series have had several narrative arcs, Ubisoft views the series as currently having three periods of development and design philosophy. Until 2015's Assassin's Creed Syndicate, the franchise was structured around single-player content, and while centering on open world spaces and several role-playing elements, were more action-adventure and stealth-oriented. Period two, covering from Assassin's Creed Origins to Assassin's Creed Mirage, brought in more role-playing elements and live-service features to increase player engagement. Period three will launch with Assassin's Creed Shadows, using lessons from the second period of development to make engrossing single-player games similar to the original titles but with features to allow players to share achievements and content with others, all to be backed by the Infinity hub system.[1]
The first Assassin's Creed game originated out of ideas for a sequel for Ubisoft's video game Prince of Persia: The Sands of Time, aiming for the seventh generation of video game consoles. The Ubisoft Montreal team decided to take the gameplay from The Sands of Time into an open-world approach, taking advantage of the improved processing power to render larger spaces and crowds. Narratively, the team wanted to move away from the Prince being someone next in line for the throne but to have to work for it; combined with research into secret societies led them to focus on the Order of Assassins, based upon the historical Hashashin sect of Ismaili, who were followers of Shia Islam, heavily borrowing from the novel Alamut.[2][3] Ubisoft developed a narrative where the player would control an Assassin escorting a non-playable Prince, leading them to call this game Prince of Persia: Assassin,[4] or Prince of Persia: Assassins.[5] Ubisoft was apprehensive to a Prince of Persia game without the Prince as the playable character, but this led the marketing division to suggest the name Assassin's Creed, playing off the creed of the Assassins, "nothing is true; everything is permitted". Ubisoft Montreal ran with this in creating a new intellectual property, eliminating the Prince, and basing it around the Assassins and the Knights Templar in the Holy Land during the 12th century. Additionally, in postulating what other assassinations they could account for throughout history, they came onto the idea of genetic memory and created the Animus device and modern storyline elements. This further allowed them to explain certain facets of gameplay, such as accounting for when the player character is killed, similar to The Sands of Time.[5]
After Assassin's Creed was released in 2007, Ubisoft Montreal said they looked to "rework the global structure" in developing the sequel, Assassin's Creed II. They felt that parkour was underutilized in the first game and designed the world in the sequel to feature freerun highways to make it easier to enter into parkour moves, for example using rooftops to escape pursuits.[6] The change in setting meant that the game would feature a new cast of characters, including a new protagonist, Ezio Auditore da Firenze. Assassin's Creed II also brought in more use of crowds to hide in plain sight that the developers had seen used in Hitman: Blood Money, adding more to the concept of social stealth as a gameplay option.[6] Finally, Ubisoft Montreal completely reworked the repetitive mission structure from the first game through numerous side activities, collectibles, and secrets. These additions became a central part of the series going forward as well as other Ubisoft games like Watch Dogs, Far Cry, and Tom Clancy's Ghost Recon.[6]Assassin's Creed II was followed by two sequels, Assassin's Creed: Brotherhood and Assassin's Creed: Revelations, which also featured Ezio as the main protagonist and introduced the ability for players to recruit NPCs as Assassins and manage them in missions.[6]
Assassin's Creed III originated from both Ubisoft Montreal, who wanted to progress the series' narrative forward in time, and to an unattached project that had been developed at Ubisoft Singapore and featured naval ship combat. As the main team had settled into the American Revolution period for the game, they found the ship-to-ship combat system fitted with the story and redesigned the setting to incorporate it further. Another major change in Assassin's Creed III was transitioning the parkour and freerun systems to work in the natural woodlands of 18th-century Massachusetts and New York. This further allowed the adding of trees and other vegetation within the city areas themselves, not just as part of the parkour systems, but to add more varied environments, which would continue as part of the series' ongoing design.[6]
For Assassin's Creed III's sequel, Assassin's Creed IV: Black Flag, the Ubisoft team built upon the foundation of its predecessor, particularly with regards to the naval gameplay, merging it seamlessly with the land-based gameplay.[6] The team also used the game as a chance to address aspects of the series' storyline. Choosing to focus on an outsider's perspective to the Assassin–Templar conflict, they set the game around the Golden Age of Piracy, with the protagonist, Edward Kenway, starting out as a pirate who initially becomes involved in the conflict with the prospect of wealth. Similarly, after the conclusion of Desmond Miles' story arc in Assassin's Creed III, the modern-day segments put players in the role of a nameless individual controlled from a first-person perspective. The team chose this approach because they believed it allowed players to more easily identify themselves in their character.[6] This trend would continue in the series until Assassin's Creed Syndicate.[6]
Development of Assassin's Creed Unity began shortly after the completion of Brotherhood in 2010,[7] with the core development team splitting off during the early stages of development on Assassin's Creed III.[8] As the first game in the series to be released exclusively for the eighth generation of video game consoles, Unity featured a graphical and gameplay overhaul. The setting chosen for the game was Paris during the early years of the French Revolution, with players taking control of a new Assassin named Arno Dorian.[7][8] After Unity, Ubisoft released Assassin's Creed Syndicate in 2015.[6]
After Syndicate, Ubisoft decided that the series needed a major reinvention across both gameplay and narrative. It was decided to make the next game, Assassin's Creed Origins, closer to a role-playing video game than a stealth-action game, which would also bring a game with many more hours of play than previous titles. Some long-standing features of the series were eliminated for this purpose, such as the social stealth mechanic. This changed how missions were presented — rather than being linearly directed through the Animus, the player character could meet various quest givers in the game's world to receive missions.[6] From the narrative side, Ubisoft placed the game before the formation of the Assassin Brotherhood in Ancient Egypt to make the player character, Bayek of Siwa, a medjay that people would respect and seek the help of.[6] The modern-day storyline also shifted back to a single character, Layla Hassan. The developers limited the number of playable sequences for her character compared to previous games but gave them more meaning, such as allowing the player to explore Layla's laptop with background information on the game's universe.[6]
Origins was followed in 2018 by Assassin's Creed Odyssey, which shifted the setting to Classical Greece and followed a similar approach to its predecessor but with more emphasis on the role-playing elements.[6] 2020's Assassin's Creed Valhalla, set in Medieval England and Norway during the Viking Age, continued the same style as Origins and Odyssey. The developers recognized feedback from the previous two games and brought back the social stealth elements, as well as the concept of a customizable home base that was first introduced in Assassin's Creed II.[6]
In 2023, Ubisoft released Assassin's Creed Mirage, a smaller title which sought to pay tribute to the franchise's earlier installments by focusing on stealth and assassinations over its predecessors' role-playing elements. The game started development as an expansion for Valhalla before being turned into a standalone release, and was set in 9th-century Baghdad during the Islamic Golden Age, a decade before the events of Valhalla, to which it served as a prequel.[9][10]
In 2022, Ubisoft announced several additional games for the series. Assassin's Creed Infinity has been described by its executive producer, Marc-Alexis Côté, as a "new design philosophy" for the series,[1][11] as well as a hub that will provide the releases of future games.[12] The first two games to be included in Infinity will be Assassin's Creed Shadows, set in Japan during the Sengoku period,[9] and Assassin's Creed: Codename Hexe, rumoured to be set in Central Europe during the 16th century.[13]
The Assassin's Creed games are centered around one or more fictional members of the Order of the Assassins. Their memories are experienced by an in-game character in the modern-day period through a device called the Animus and its derivations. The Animus allows the user to explore these memories passed down via genetics. Within the context of the game, this provides a diegetic interface to the real-world player of the game, showing them elements like health bars, a mini-map, and target objectives as if presented by the Animus. Additionally, should the player cause the historical character to die or fail a mission, this is rectified as desynchronization of the genetic memory, allowing the player to try the mission again. Through the Animus interface, the player can retry any past mission already completed; for example, in Assassin's Creed: Brotherhood, the player achieves better synchronization results by performing the mission in a specific manner, such as by only killing the mission's target. The Animus also imparts special abilities to the modern-day character that helps them to see their target in a crowd or other unique points of interest.[14][15]
While playing as the Assassin characters, the games are generally presented from a third-person view in an open world environment, focusing on stealth and parkour. The games use a mission structure to follow the main story, assigning the player to complete an assassination of public figureheads or a covert mission. Alternatively, several side missions are available, such as mapping out the expansive cities from a high perch followed by performing a leap of faith into a haystack below, collecting treasures hidden across the cities, exploring ruins for relics, building a brotherhood of assassins to perform other tasks, or funding the rebuilding of a city through purchasing and upgrading of shops and other features. At times, the player is in direct control of the modern-day character who, by nature of the Animus use, has learned Assassin techniques through the bleeding effect, as well as their genetic ability of Eagle Vision, which separates friend, foe, and assassination targets by illuminating people in different colors.[16][17]
The games use the concept of active versus passive moves, with active moves, such as running, climbing the sides of buildings, or jumping between rooftops, more likely to alert the attention of nearby guards. When the guards become alerted, the player must either fight them or break their line of sight and locate a hiding place, such as a haystack or a well, and wait until the guards' alert is reduced. The combat system allows for a number of unique weapons, armor, and moves, including the use of a hidden blade set in a bracer on the Assassin's arm, which can be used to perform surreptitious assassinations.[18]
The Assassin's Creed games primarily revolve around the rivalry and conflict between two ancient secret societies: the Order of Assassins, who represent freedom, and the Knights Templar, who represent order. Versions of these societies have existed for centuries, with the Assassins seeking to stop the Templars from gaining control of Pieces of Eden, artifacts that can override free will to control people.[19]
These artifacts are remnants of an ancient species pre-dating humanity called the Isu, or Precursors, which created humanity to live in peace alongside them. The Isu ensured humans could not rise against them by creating the Pieces of Eden to control them. When the first hybrid Isu-human beings emerged, named Adam and Eve, they were immune to the effects of the Pieces of Eden. They stole the Pieces of Eden, which led to a great war that ended when a massive solar flare devastated the surface of the Earth. The Isu began to die out while humanity thrived. Three Isu—Minerva, Juno, and Jupiter—attempted to prepare humanity for a solar flare they knew would come centuries later. Minerva and Jupiter prepared vaults from which humanity could activate a protective shield around Earth with the Pieces of Eden and the Eye, a means to communicate how to find and use these vaults; however, Juno saw humanity as a threat and attempted to sabotage Minerva and Jupiter's plan. Minerva and Jupiter were forced to destroy Juno, unaware she had hidden her consciousness to wake upon activation of the Eye. All that remained of the Isu were the traces of their memories in the world's mythologies, and religions, while the Pieces of Eden were lost to time.[19]
The series takes place in the modern era, in which the Templars have established the mega-corporation Abstergo Industries. Abstergo has developed a device, the Animus, whose user can relive the memories of their ancestors through their genetic material. Abstergo has kidnapped people who are descendants of past Assassins to locate the missing Pieces of Eden via the Animus.[19] A user of the Animus can move about in simulated memories as their ancestor, but performing actions outside the bounds of what their ancestor did can lead to desynchronization of the memory.[14][15] Extended use of the Animus creates a bleeding effect that gives users some of the skills and capabilities they experienced with their ancestor.[20]
The first five main games in the series focus on Desmond Miles, a bartender who learns he is a descendant of several important Assassins throughout history, including Altaïr Ibn-LaʼAhad from the Middle East during the Third Crusade; Ezio Auditore da Firenze from the Italian Renaissance during the late 15th and early 16th centuries; and Ratonhnhaké:ton (better known as Connor), a half-Mohawk, half-British Assassin during the American Revolution. Desmond is used by Abstergo to find Pieces of Eden but is freed by Lucy Stillman, an undercover agent for the Assassins. Lucy takes Desmond to meet Shaun Hastings and Rebecca Crane, two other members of the modern-day Assassins. The group is joined later by William Miles, Desmond's father. They continue to explore Desmond's memories and eventually discover the Eye and Minerva's warning of another possible solar flare. They also inadvertently free Juno, who then kills Lucy, revealed to be a double agent for the Templars. The group continues to find the vaults across the globe via Desmond's memories, and Desmond ultimately activates them in time to block the solar flare, at the cost of his own life.[19]
Starting with Assassin's Creed IV: Black Flag, William goes into exile, while Shaun and Rebecca continue to monitor Abstergo by posing as employees of one of their spin-off companies, Abstergo Entertainment. Abstergo has refined the Animus technology to allow anyone to experience genetic memories from the DNA material of another person, allowing Abstergo to continue their search for the Pieces of Eden under the guise of creating entertainment products. In Black Flag, the player assumes the role of an unnamed Abstergo employee tasked with scanning the memories of Edward Kenway, a privateer-turned-pirate during the Golden Age of Piracy and Connor's grandfather. During their investigation, the player is blackmailed into helping a fellow employee, John Standish, recover sensitive information and deliver it to the Assassins. John is later revealed to be a Sage, a human reincarnation of Juno's husband Aita, who is trying to resurrect her, though he is killed by Abstergo before his plan can come to fruition.[19] In Assassin's Creed Rogue, the player controls another Abstergo employee who is recruited by the Templars to clean their servers after the Assassins breach them and recover data on the life of Shay Patrick Cormac, an Assassin-turned-Templar from the 18th century. The Assassins are ultimately forced to go underground once more, and the player character is invited to join the Templars.[19]
By the time of Assassin's Creed Unity, Abstergo distributes its Animus product via a video game console named Helix, tapping into an extensive, unaware player base to help them locate more Pieces of Eden and determine the fates of various Sages as part of the Phoenix Project, an attempt to recreate the genetic structure of the Isu. The game's opening has players control an unnamed Templar during the downfall of the Templar Order, while the different "time anomalies" take them to Paris during the Belle Époque, World War II, and the Hundred Years' War. The Assassins locate select players and bring them in as Initiates to help their cause. In Unity, the player character is contacted by an Assassin named Bishop and asked to experience the memories of Arno Dorian, an Assassin active during the French Revolution, so that the modern-day Assassins can locate the body of a Sage and hide it from Abstergo.[19] Despite the Assassins' efforts, Abstergo collects enough samples of other Sages by the start of Assassin's Creed Syndicate to move forward with the Phoenix Project. Again, Bishop contacts the Initiate and asks them to explore the memories of Jacob and Evie Frye, twin Assassins from Victorian England, to locate a Piece of Eden known as the Shroud, which Abstergo needs to complete the process of recreating the Isu genetic structure. Although the Initiate manages to locate the Shroud, the Templars beat the Assassins to it.[19]
A new storyline is introduced in Assassin's Creed Origins focusing on Abstergo researcher Layla Hassan. Initially tasked with locating historical artifacts in Egypt, Layla stumbles upon the mummified corpses of the medjay Bayek and his wife Aya, co-founders of the Hidden Ones, the precursor organizati
This program unpacks Playstation 3 Theme files (.p3t) so that you can touch-up an existing theme to your likings or use a certain wallpaper from it (as many themes have multiple). But remember, if you use content from another theme and release it, be sure to give credit!
Download p3textractor.zip from above. Extract the files to a folder with a program such as WinZip or WinRAR. Now there are multiple ways to extract the theme.
The first way is to simply open the p3t file with p3textractor.exe. If you don’t know how to do this, right click the p3t file and select Open With. Alternatively, open the p3t file and it will ask you to select a program to open with. Click Browse and find p3textractor.exe from where you previously extracted it to. It will open CMD and extract the theme to extracted.[filename]. After that, all you need to do for any future p3t files is open them and it will extract.
The second way is very simple. Just drag the p3t file to p3textractor.exe. It will open CMD and extract the theme to extracted.[filename].
For the third way, first put the p3t file you want to extract into the same folder as p3textractor.exe. Open CMD and browse to the folder with p3extractor.exe. Enter the following: p3textractor filename.p3t [destination path]Replace filename with the name of the p3t file, and replace [destination path] with the name of the folder you want the files to be extracted to. A destination path is not required. By default it will extract to extracted.filename.