Gameloft Jet Engine (BABL/BABEL, BINARY): *.TEXTS + TEXTS.KEYS
-
- Posts: 865
- Joined: Fri Apr 20, 2018 12:41 am
Gameloft Jet Engine (BABL/BABEL, BINARY): *.TEXTS + TEXTS.KEYS
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.
-
- Posts: 64
- Joined: Mon Apr 08, 2019 8:20 am
Re: Gameloft Glitch Engine (BINARY): *.TEXTS + TEXTS.KEYS
It's like what you said. But if you want to translate this game, no need to edit anything in .KEYS file.
-
- Posts: 865
- Joined: Fri Apr 20, 2018 12:41 am
Re: Gameloft Glitch Engine (BINARY): *.TEXTS + TEXTS.KEYS
I don't have SR's data files RN, I'll send them soon, thanks anyways.
-
- Posts: 865
- Joined: Fri Apr 20, 2018 12:41 am
Re: Gameloft Glitch Engine (BINARY): *.TEXTS + TEXTS.KEYS
Program/QuickBMS script for exporting/importing to/from TXT soon?
-
- Posts: 64
- Joined: Mon Apr 08, 2019 8:20 am
Re: Gameloft Glitch Engine (BINARY): *.TEXTS + TEXTS.KEYS
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.
-
- Posts: 865
- Joined: Fri Apr 20, 2018 12:41 am
Re: Gameloft Glitch Engine (BINARY): *.TEXTS + TEXTS.KEYS
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?
-
- Posts: 865
- Joined: Fri Apr 20, 2018 12:41 am
Re: Gameloft Glitch Engine (BINARY): *.TEXTS + TEXTS.KEYS
Doesn't work on the final Win8 version of the game, also no .KEYS file.
-
- Posts: 64
- Joined: Mon Apr 08, 2019 8:20 am
Re: Gameloft Glitch Engine (BINARY): *.TEXTS + TEXTS.KEYS
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
-
- Posts: 865
- Joined: Fri Apr 20, 2018 12:41 am
Re: Gameloft Glitch Engine (BINARY): *.TEXTS + TEXTS.KEYS
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).