Gameloft Jet Engine (BABL/BABEL, BINARY): *.TEXTS + TEXTS.KEYS

How to translate the files of a game
LolHacksRule
Posts: 865
Joined: Fri Apr 20, 2018 12:41 am

Gameloft Jet Engine (BABL/BABEL, BINARY): *.TEXTS + TEXTS.KEYS

Post by LolHacksRule »

I think the KEYS file has the string IDs while the TEXTS file has the text, my sample is from Minion Rush (Android/iOS), Sonic Runners doesn't use a .KEYS file and has both the IDs and text in the TEXTS files.
Last edited by LolHacksRule on Mon Oct 19, 2020 7:53 pm, edited 3 times in total.
ducan012456
Posts: 64
Joined: Mon Apr 08, 2019 8:20 am

Re: Gameloft Glitch Engine (BINARY): *.TEXTS + TEXTS.KEYS

Post by ducan012456 »

It's like what you said. But if you want to translate this game, no need to edit anything in .KEYS file.

Image
LolHacksRule
Posts: 865
Joined: Fri Apr 20, 2018 12:41 am

Re: Gameloft Glitch Engine (BINARY): *.TEXTS + TEXTS.KEYS

Post by LolHacksRule »

I don't have SR's data files RN, I'll send them soon, thanks anyways.
LolHacksRule
Posts: 865
Joined: Fri Apr 20, 2018 12:41 am

Re: Gameloft Glitch Engine (BINARY): *.TEXTS + TEXTS.KEYS

Post by LolHacksRule »

Program/QuickBMS script for exporting/importing to/from TXT soon?
ducan012456
Posts: 64
Joined: Mon Apr 08, 2019 8:20 am

Re: Gameloft Glitch Engine (BINARY): *.TEXTS + TEXTS.KEYS

Post by ducan012456 »

Code: Select all

get NAME basename
string NAME + ".txt"

FINDLOC SIGN binary "\x02\x00\x00\x00EN" 0 ""
math SIGN + 6
goto SIGN
get SIZE_EN long # edit in hex after use reimport
get CHUNK_KEY long

for i = 0 < CHUNK_KEY
   get KEY long
   get SIZE_TEXT long
   savepos CUR_OFF
   slog NAME CUR_OFF SIZE_TEXT
   math CUR_OFF + SIZE_TEXT
   goto CUR_OFF
next i


Use reimport3.
LolHacksRule
Posts: 865
Joined: Fri Apr 20, 2018 12:41 am

Re: Gameloft Glitch Engine (BINARY): *.TEXTS + TEXTS.KEYS

Post by LolHacksRule »

TYSM but could it use the KEYS file or keep looking in the TEXTS files to get the String IDs to save time knowing what String ID belongs to the given string?
LolHacksRule
Posts: 865
Joined: Fri Apr 20, 2018 12:41 am

Re: Gameloft Glitch Engine (BINARY): *.TEXTS + TEXTS.KEYS

Post by LolHacksRule »

Doesn't work on the final Win8 version of the game, also no .KEYS file.
ducan012456
Posts: 64
Joined: Mon Apr 08, 2019 8:20 am

Re: Gameloft Glitch Engine (BINARY): *.TEXTS + TEXTS.KEYS

Post by ducan012456 »

LolHacksRule wrote:Doesn't work on the final Win8 version of the game, also no .KEYS file.

It doesn't work because it's another format. Try this, it will export new text with the KEY.

Code: Select all

get NAME basename
string NAME + ".txt"

FINDLOC SIGN binary "\x02\x00\x00\x00EN" 0 ""
math SIGN + 6
goto SIGN
get SIZE_EN long # edit in hex after use reimport
get CHUNK_KEY long

for i = 0 < CHUNK_KEY
   # export KEY
   get KEY_SIZE long
   savepos CUR_OFF
   slog NAME CUR_OFF KEY_SIZE
   math CUR_OFF + KEY_SIZE
   goto CUR_OFF
   
   # export TEXT
   get SIZE_TEXT long
   savepos CUR_OFF
   slog NAME CUR_OFF SIZE_TEXT
   math CUR_OFF + SIZE_TEXT
   goto CUR_OFF
next i
LolHacksRule
Posts: 865
Joined: Fri Apr 20, 2018 12:41 am

Re: Gameloft Glitch Engine (BINARY): *.TEXTS + TEXTS.KEYS

Post by LolHacksRule »

Win8 is older version tho, but ok thanks so much, I'll try modifications since the game can read texts defaulted in Android/data/gamesig/texts. The oldest versions use "XX" files with the text data and IDs relating to each language (like .EN for EN/English strings /w IDs).