Yooka-Laylee and the Impossible Lair

How to translate the files of a game
Hexaae
Posts: 61
Joined: Sat Mar 04, 2017 10:37 am

Yooka-Laylee and the Impossible Lair

Post by Hexaae »

Hi,
I need some help from a programmer able to make a small extract/insert tool for the strings in this file https://1drv.ms/u/s!ApMUGr0cuN39gcYTQjg ... g?e=VghW2W
The problem is that the strings must be null-byte $00 aligned to the next double-word starting with the offset-byte for the next string. Here I hi-lighted the offset-bytes at the beginning of new double-word with the next string:

Image

I tested this format and translated the strings at the beginning of the game into Italian, and it works:
https://youtu.be/cmVN4RZkah4
... but now I need some help, since translating it using a mere hex-editor is too slow and annoying. :(
Last edited by Hexaae on Thu Jan 16, 2020 12:15 am, edited 1 time in total.
Hexaae
Posts: 61
Joined: Sat Mar 04, 2017 10:37 am

Re: Yooka-Laylee and the Impossible Lair

Post by Hexaae »

.
Maybe also a BMS script could do that "simple" null-padding and extract/reinsert strings?
ducan012456
Posts: 64
Joined: Mon Apr 08, 2019 8:20 am

Re: Yooka-Laylee and the Impossible Lair

Post by ducan012456 »

You can try UnityText.
QuickBMS can export with padding

Code: Select all

Padding VAR [FILENUM] [BASE_OFF]
But it cannot import large size.
I hope aluigi will support it someday.
Hexaae
Posts: 61
Joined: Sat Mar 04, 2017 10:37 am

Re: Yooka-Laylee and the Impossible Lair

Post by Hexaae »

Need to null-pad with dword alignment any string after re-insertion + recalculate offset byte for the modified strings (excluding from the count the null-padding chars of course)...

Format is:
<offset byte: STRING length><3 null byets $00 (probably available to extend strings over $ff=255 chars?)><STRING><null-padding to dword>
Hexaae
Posts: 61
Joined: Sat Mar 04, 2017 10:37 am

Re: Yooka-Laylee and the Impossible Lair

Post by Hexaae »

EXTRACT/REINSERT TOOL

Here is it. This should help other translators with this game:
https://1drv.ms/u/s!ApMUGr0cuN39gcYWXLF ... g?e=0OSJPc
Courtesy of banz99 & hexaae
Last edited by Hexaae on Sat Jan 18, 2020 2:13 pm, edited 2 times in total.
ducan012456
Posts: 64
Joined: Mon Apr 08, 2019 8:20 am

Re: Yooka-Laylee and the Impossible Lair

Post by ducan012456 »

This text format is very common in unity engine. As I said you can try UnityText and setting it like this.
Image
Hexaae
Posts: 61
Joined: Sat Mar 04, 2017 10:37 am

Re: Yooka-Laylee and the Impossible Lair

Post by Hexaae »

My default settings I use and I already tried with Yooka, but it failed with game crashing or not showing strings at all:
Image

That's why I needed a tool, kindly coded by banz99
ducan012456
Posts: 64
Joined: Mon Apr 08, 2019 8:20 am

Re: Yooka-Laylee and the Impossible Lair

Post by ducan012456 »

You should update unitytext and learn how to use it, it's not that difficult. Each binary text format may need a different setting.
Hexaae
Posts: 61
Joined: Sat Mar 04, 2017 10:37 am

Re: Yooka-Laylee and the Impossible Lair

Post by Hexaae »

I used Unity Text (which is up-to-date) with other games in the past. With YLATIL it didn't work for some reason: once it rebuilt resources.assets the game didn't dispaly text or crashed/freezed. I'm not a newbie, believe me, and even though I must admit I'm not an "expert" in using it I can't see what other option could solve the issues with YLATL...
Just to be clear: the problem was not in finding/extracting strings of course, it was with rebuilt files when you changed strings, and yes, only with YLATIL.

Feel free to test it on YLATIL, try to extend the warning text (save icon) at the very beginning, and if you find a working setting without collateral effects (freezes, crahes, missing strings in the rest of the game) just let me know, thanks.
Last edited by Hexaae on Sat Jan 18, 2020 7:47 pm, edited 1 time in total.
ducan012456
Posts: 64
Joined: Mon Apr 08, 2019 8:20 am

Re: Yooka-Laylee and the Impossible Lair

Post by ducan012456 »

I don't have this game. Of courses, I test your sample file with unpack/repack then compare with original file. My setting for this game on 2 post before.

Can you test it ?
Hexaae
Posts: 61
Joined: Sat Mar 04, 2017 10:37 am

Re: Yooka-Laylee and the Impossible Lair

Post by Hexaae »

You have too much faith in that tool (which is great, don't get me wrong, but not always useful):
Image
Recompiled pressing Pack button, and the game crashes/freezes at loading screen using new files.
As I said, I'm not a newbie in translating games and analyzing file formats... and since I already tried conventional tools that's the reason why I needed a specific tool once I understood the format by myself. The specific tool by banz99 makes things a lot easier generating a txt file you can easily translate and reinsert without crashes or strange errors, as Unity Text in this case did unfortunately.
ducan012456
Posts: 64
Joined: Mon Apr 08, 2019 8:20 am

Re: Yooka-Laylee and the Impossible Lair

Post by ducan012456 »

Of courses the tool by Banz99 make it easy. But you can do it yourself with this tool.
And...
What was wrong with you ?
I don't think that you don't know such a simple thing.
Did you use UniyText for large archive .assets file ? (in the image on your previous post)
You must use it for the file after unpack from Unity Assets Bundle or UnityEX, in this case it is unnamed asset-sharedassets0.assets-4613.dat (uabe, version fitgirl repack) file. Please don't say my version is different format with your version. I uploaded my format from my version below this post.
Hexaae wrote:I'm not a newbie in translating games and analyzing file formats...

Hexaae wrote:I'm not a newbie, believe me

Yeah I believed you, but now ???
And damn it, I downloaded the whole game (My internet speed is very slow 500kb/s), take my time to confirm this tool and talk about this bullshit.
So, this tool work perfectly for me, but it don't work for you BECAUSE you DON'T KNOW how to use it.
And I am not faith in this tool. On my another post you can use UABE to export/import this format (viewtopic.php?f=12&t=4896#p51425)
We end up here, ok ?
Image
Image
Hexaae
Posts: 61
Joined: Sat Mar 04, 2017 10:37 am

Re: Yooka-Laylee and the Impossible Lair

Post by Hexaae »

Hey, first of all calm down please... We're here to help each other and to share our knowledge and experience.
No need to be aggressive, especially in broken English hard to understand per se...

ducan012456 wrote:Did you use UniyText for large archive .assets file ? (in the image on your previous post)
You must use it for the file after unpack

Have to say I do these kind of things by hand most of the time, with hex-editor on extracted files (UABE, or UnityEx) using some other tools to automate some work...
Honestly I've always used UT on full .assets files indeed... and it worked fine most of the times (just lucky?) so I never worried about it! :lol:
Must say it's my fault I never thought to use it on single already extracted files, after it failed on the full *.assets file: I always thought UT was smart enough to already take care of that file structure since gives no error or warn or hint on loading those big Unity files...
...So, in the end, I have to thank you for the hint anyway since it does work with this kind of files once extracted, you were right after all! ;)

P.S.
Maybe next time try to explain more in detail what you mean instead of just repeating "YOU DON'T KNOW HOW TO USE IT" which doesn't ultimately help in any case...