[steam] zero escape vlr font data structure...

Extraction and unpacking of game archives and compression, encryption, obfuscation, decoding of unknown files
blacksmith01
Posts: 7
Joined: Fri Mar 24, 2017 3:12 am

[steam] zero escape vlr font data structure...

Post by blacksmith01 »

I unpacked game data and found the suspected font data.(attatched files.)
Seemed like the file has font name, style, and more...
But I can't assume data structure properly.
plz help.

000003c8.lua file contains font list that used in game.
other files(00000608.dat~00000618.dat) are font data.(I guess)
blacksmith01
Posts: 7
Joined: Fri Mar 24, 2017 3:12 am

Re: [steam] zero escape vlr font data structure...

Post by blacksmith01 »

[4byte int] maybe font style?
[4byte int] character count + 1?
[4byte int] font name1 length
[string] font name1
[4byte int] font name2 length
[string] font name2
[4byte int] character count
for(int i=0;i<char count;i++)
{
[4byte int] unicode
[4byte int] data index + 1
}
[4byte int] unknown
[4byte int] unknown
[4byte int] unknown
[4byte int] char count + 1?
[19byte] unknown
for(int i=0;i<char count;i++)
{
[1byte int] char height
[1byte int] char right bearing?
[1byte int] char width
[2byte int] char data length
[bytes] char data(lzma)
[11byte] unknown
[1byte] char left bearing?
[1byte] char top bearing?
}
[4byte] unknown

This is what i've found out so far.
maybe some fields are wrong.
but even with this information, i can add other language characters in game.