Chimera Entertainment: *.BYTES (predecompressed)
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Chimera Entertainment: *.BYTES (predecompressed)
I want to read the localization data but they are in a binary format, most of the time they are GZ compressed or already in some binary form (meaning the binary form is likely accepted over GZ compression having the file and vv). Can someone crack some like this one for me? NOTE: They have the bytes extension but AssetStudio uses TXT.
UPDATE: The script works completely fine on AB Evolution's files so it's safe to say its Chimera Entertainment specific.
UPDATE: The script works completely fine on AB Evolution's files so it's safe to say its Chimera Entertainment specific.
Last edited by LolHacksRule on Mon Mar 23, 2020 4:04 am, edited 2 times in total.
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Re: Angry Birds Epic (untitled localization files [binary])
I won't take the time to write reimport script. Maybe it works with reimport1 (limit characters).
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Re: Angry Birds Epic (untitled localization files [binary])
Thanks I'll try it soon
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Re: Angry Birds Epic (untitled localization files [binary])
Works on V1 and V2 (English language)
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Re: Angry Birds Epic (.BYTES [binary], predecompressed)
There's support for loading a CSV file but I have to figure that out sometime...
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Re: Angry Birds Epic (.BYTES [binary], predecompressed)
Serializer is by Chimera Enterainment, not Rovio
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Re: Angry Birds Epic (.BYTES [binary], predecompressed)
Doesn't work on LocaBalancingData files. Format is similar except lang and langsize isn't in the header (actually no header?).
Code: Select all
1byte: 0A (start of localization data)
1byte: Size of string ID + string
4bytes: E205000A
1byte: Size of string ID
?bytes: String ID
1byte: 12 (ender)
1byte: Size of string
?bytes: String
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- Posts: 865
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Re: Angry Birds Epic (.BYTES [binary], predecompressed)
Thanks so much tbh I was trying to make my own script in the background