Telltale Games .chore files and their hashes

How to translate the files of a game
Bluboks
Posts: 1
Joined: Sun Oct 11, 2015 4:42 pm

Telltale Games .chore files and their hashes

Post by Bluboks »

Hi, I've been trying to figure out how the products from Telltale Games(Game of Thrones, Tales from the Borderlands, The Wolf among Us, etc.) actually call the .chore files, because I'm sure it will help our translators tease out the flow of the texts. What I've found so far is that .dlog files contain a lot of 8-byte long data(which I guess are some kind of hash code) that point to separate .chore files each.

For example, I confirmed these four relations through trials and errors:

Code: Select all

previouslyon_episode4_cs_Enter_1.chore      <- 1D 85 33 99 60 0E 9E B5
previouslyon_episode4_cs_Enter_2.chore      <- 9A 76 23 2F 2D 5E 3B BF
previouslyon_episode4_cs_Enter_3.chore      <- 96 35 75 DA B0 CE F7 78
env_twinsEncampment_cs_Enter_2.chore         <- 8A 9A AA 47 79 75 6C 37


But there are more than 6 thousand .chore files, and I just can't check them out all one by one manually, so automation is definitely needed. But getting the algorithm behind them is above my head. Someone once suggested the file names might be hashed in CRC-64 but no luck with that.

I've posted the same question in XeNTaX, but have still not gotten any replies. I am posting it hoping there would be someone who can help me.

Thanks.
pashok6798
Posts: 14
Joined: Fri Dec 19, 2014 6:05 am

Re: Telltale Games .chore files and their hashes

Post by pashok6798 »

Bluboks wrote:Hi, I've been trying to figure out how the products from Telltale Games(Game of Thrones, Tales from the Borderlands, The Wolf among Us, etc.) actually call the .chore files, because I'm sure it will help our translators tease out the flow of the texts. What I've found so far is that .dlog files contain a lot of 8-byte long data(which I guess are some kind of hash code) that point to separate .chore files each.

For example, I confirmed these four relations through trials and errors:

Code: Select all

previouslyon_episode4_cs_Enter_1.chore      <- 1D 85 33 99 60 0E 9E B5
previouslyon_episode4_cs_Enter_2.chore      <- 9A 76 23 2F 2D 5E 3B BF
previouslyon_episode4_cs_Enter_3.chore      <- 96 35 75 DA B0 CE F7 78
env_twinsEncampment_cs_Enter_2.chore         <- 8A 9A AA 47 79 75 6C 37


But there are more than 6 thousand .chore files, and I just can't check them out all one by one manually, so automation is definitely needed. But getting the algorithm behind them is above my head. Someone once suggested the file names might be hashed in CRC-64 but no luck with that.

I've posted the same question in XeNTaX, but have still not gotten any replies. I am posting it hoping there would be someone who can help me.

Thanks.

I know, that in landb files have ids of lang strings, timing wav and anm files. IDs you can also find in dlog files.
Bleech Studios
Posts: 11
Joined: Tue May 19, 2020 10:15 am

Re: Telltale Games .chore files and their hashes

Post by Bleech Studios »

my libtelltale project is going to support chore and anm next. they symbol (hash) with crc64 ECMA in lower case of the string :)
tostop case related problems, also you can see in the archives since the hashes are the lower case