Yooka-Laylee and the Impossible Lair
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Yooka-Laylee and the Impossible Lair
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:
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.
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:
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.
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Re: Yooka-Laylee and the Impossible Lair
.
Maybe also a BMS script could do that "simple" null-padding and extract/reinsert strings?
Maybe also a BMS script could do that "simple" null-padding and extract/reinsert strings?
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Re: Yooka-Laylee and the Impossible Lair
You can try UnityText.
QuickBMS can export with padding
But it cannot import large size.
I hope aluigi will support it someday.
QuickBMS can export with padding
Code: Select all
Padding VAR [FILENUM] [BASE_OFF]
I hope aluigi will support it someday.
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Re: Yooka-Laylee and the Impossible Lair
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>
Format is:
<offset byte: STRING length><3 null byets $00 (probably available to extend strings over $ff=255 chars?)><STRING><null-padding to dword>
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Re: Yooka-Laylee and the Impossible Lair
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
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.
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Re: Yooka-Laylee and the Impossible Lair
This text format is very common in unity engine. As I said you can try UnityText and setting it like this.
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Re: Yooka-Laylee and the Impossible Lair
You should update unitytext and learn how to use it, it's not that difficult. Each binary text format may need a different setting.
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Re: Yooka-Laylee and the Impossible Lair
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.
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.
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Re: Yooka-Laylee and the Impossible Lair
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 ?
Can you test it ?
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Re: Yooka-Laylee and the Impossible Lair
You have too much faith in that tool (which is great, don't get me wrong, but not always useful):
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.
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.
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Re: Yooka-Laylee and the Impossible Lair
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.
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 ?
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 ?
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Re: Yooka-Laylee and the Impossible Lair
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...
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!
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...
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!
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...