No Man's Sky Language Files (.mbin)

How to translate the files of a game
BadBoy
Posts: 27
Joined: Sat Apr 23, 2016 12:03 pm

No Man's Sky Language Files (.mbin)

Post by BadBoy »

Hello. No Man's Sky language files how to the unpack/pack .mbin?
LinkOFF
Posts: 88
Joined: Thu Aug 11, 2016 6:52 pm

Re: No Man's Sky Language Files (.mbin)

Post by LinkOFF »

I used HEX editor.
Last edited by LinkOFF on Sun Aug 14, 2016 12:06 am, edited 2 times in total.
reveng3
Posts: 12
Joined: Sat Aug 13, 2016 10:43 pm

Re: No Man's Sky Language Files (.mbin)

Post by reveng3 »

which HEX editor.?
LinkOFF
Posts: 88
Joined: Thu Aug 11, 2016 6:52 pm

Re: No Man's Sky Language Files (.mbin)

Post by LinkOFF »

reveng3 wrote:which HEX editor.?

HxD
reveng3
Posts: 12
Joined: Sat Aug 13, 2016 10:43 pm

Re: No Man's Sky Language Files (.mbin)

Post by reveng3 »

thank you :)
BadBoy
Posts: 27
Joined: Sat Apr 23, 2016 12:03 pm

Re: No Man's Sky Language Files (.mbin)

Post by BadBoy »

How to use the HxD Hex Editor? And .txt. to .mbin need? Can you help me?
LinkOFF
Posts: 88
Joined: Thu Aug 11, 2016 6:52 pm

Re: No Man's Sky Language Files (.mbin)

Post by LinkOFF »

BadBoy wrote:How to use the HxD Hex Editor? And .txt. to .mbin need? Can you help me?

Text block begins on 0x26D070 offset.

Code: Select all

//------------------------------------------------
//--- 010 Editor v7.0.2 Binary Template
//
//      File: NMS_MBIN.bt
//   Authors: Atvaark
//   Version: 1
//   Purpose:
//  Category:
// File Mask:
//  ID Bytes:
//   History:
//------------------------------------------------

typedef struct {
  int32 cc;
  int32 version;
  int32 padding;
  int32 padding;
  int64 hash;
  char type[64];
  int64 padding;
} Header;

typedef struct {
  int32 offset;
  int32 padding;
  int32 length;
  uint32 unknown; // 01 AA AA AA

  if (length > 0) {
      local int64 end = FTell();
      FSeek(startof(this) + offset);
      char line[length];
      FSeek(end);
  }
} LocalisationLine <optimize=false>;

typedef struct(uint32 count) { 
  char key[32];
  LocalisationLine lines[count];
} LocalisationTableEntry <optimize=false>;

typedef struct {
  int32 lineCount;
  int32 padding;
  int32 entryCount;
  int32 unknown; 
} LocalisationTableHeader;

typedef struct {
  LocalisationTableHeader header;
  LocalisationTableEntry entries(header.lineCount)[header.entryCount];
} LocalisationTable;

Header header;

if (header.type != "cTkLocalisationTable") {
  Printf("Unknown archive");
  return;
}

LocalisationTable table;
swuforce
Posts: 233
Joined: Thu Oct 16, 2014 4:39 pm

Re: No Man's Sky Language Files (.mbin)

Post by swuforce »

Try this tool.
reveng3
Posts: 12
Joined: Sat Aug 13, 2016 10:43 pm

Re: No Man's Sky Language Files (.mbin)

Post by reveng3 »

swuforce wrote:Try this tool.


Thank you so much, :)
desperado
Posts: 14
Joined: Thu Oct 09, 2014 9:28 pm

Re: No Man's Sky Language Files (.mbin)

Post by desperado »

May i ask where is located this lang file?
Godxon 1
Posts: 37
Joined: Sat Feb 13, 2016 8:52 am

Re: No Man's Sky Language Files (.mbin)

Post by Godxon 1 »

desperado wrote:May i ask where is located this lang file?

NMSARC.553AF401.pak
NoMansModsz
Posts: 12
Joined: Sat Aug 20, 2016 4:58 pm

Re: No Man's Sky Language Files (.mbin)

Post by NoMansModsz »

This tool you have given me doesn't seem to work with any other .MBIN files. I'm wanting to decompile the games actual code, and when I try to, this tool just uses 13% CPU and never creates .TXT file. Please help!
Whisky79
Posts: 1
Joined: Tue Aug 23, 2016 8:42 pm

Re: No Man's Sky Language Files (.mbin)

Post by Whisky79 »

Same here,when I try to decompile any not language(e.g.: GCSPACESHIPGLOBALS.GLOBAL.MBIN) the .mbin the txt file not created or empty.
swuforce
Posts: 233
Joined: Thu Oct 16, 2014 4:39 pm

Re: No Man's Sky Language Files (.mbin)

Post by swuforce »