How to translate the files of a game
michalss
Posts: 320 Joined: Sun Aug 10, 2014 12:49 pm
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by michalss » Thu Nov 27, 2014 9:47 am
Can anyone help please with this format ??
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https://dl.dropboxusercontent.com/u/38234344/stringSoM.rar
This is what i have so far... I cannot find offset
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BigEndian(); local uint x; char sign[4]; uint version; uint headsize; uint entry; uint64 textSize; // must be *2 coz of unicode byte bbb[8]; for (x=0;x<entry;x++) { struct Entry { //uint ID; //uint Offset; ushort id1; //??? ushort id2; //???? ushort of1; //???? ushort of2; //???? }data; }
michalss
Posts: 320 Joined: Sun Aug 10, 2014 12:49 pm
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by michalss » Sat Nov 29, 2014 7:56 am
anyone please ? I cannot figure it out
aluigi
Site Admin
Posts: 12984 Joined: Wed Jul 30, 2014 9:32 pm
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by aluigi » Sat Nov 29, 2014 3:44 pm
Really strange because there is a field that doesn't seem to have a meaning and the total number of strings is different than those reported in the files.
This is my idea:
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endian big idstring "BDKS" get DUMMY long get DUMMY long get FILES long getdstring DUMMY 16 for i = 0 < FILES get DUMMY long get CRC long next i get BDKS_SIZE asize do get STR unicode print "%STR%" savepos OFFSET while OFFSET < BDKS_SIZE
michalss
Posts: 320 Joined: Sun Aug 10, 2014 12:49 pm
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by michalss » Sat Nov 29, 2014 5:32 pm
well had same problem 100% same one
for me this data did not make sense
michalss
Posts: 320 Joined: Sun Aug 10, 2014 12:49 pm
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by michalss » Sun Nov 30, 2014 7:58 am
Was testing it in game and works ok there is no any offsets to text fields. iteresting how this game work
Anyway working on repacker now... Ill post it here once is done
InKviZ
Posts: 124 Joined: Fri Oct 24, 2014 2:55 pm
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by InKviZ » Sun Nov 30, 2014 10:35 pm
It already has a program that can translate the text.
michalss
Posts: 320 Joined: Sun Aug 10, 2014 12:49 pm
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by michalss » Sun Nov 30, 2014 10:55 pm
InKviZ wrote: It already has a program that can translate the text.
OK share it pls ? I dont want to waste time on this if such a thing exist?
michalss
Posts: 320 Joined: Sun Aug 10, 2014 12:49 pm
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by michalss » Mon Dec 01, 2014 9:09 am
This format is stupid
My lates version of 010 Template, but still dont know if this is correct. Tested it in game and once you make strings longer then in game u can see text *SPAM* up
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//-------------------------------------- //--- 010 Editor v5.0.2 Binary Template // // File: // Author: michalss // Revision: 1.5 // Purpose: Shadow of Mordor TextFiles //-------------------------------------- BigEndian(); local uint x,padding,dCounter; local string text; char sign[4]; uint version; uint headsize; uint entry; uint64 textSize; // must be *2 coz of unicode uint64 unk; struct DONTKNOW { for (x=0;x<entry;x++) { struct Entry { uint dummy; uint crc; }data; } }n; dCounter = (textSize*2)+(entry*2); struct TextEntry { do { struct Text { text=ReadWString(FTell()); char TextF[Strlen(text)*2]; padding=ReadUInt(FTell()); if (padding==0) { byte padding[4]; }else{ byte padding[2]; } }data; } while (FTell()<=FileSize()-1); } E; //Printf("Counter %i\n",dCounter);
michalss
Posts: 320 Joined: Sun Aug 10, 2014 12:49 pm
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by michalss » Thu Dec 04, 2014 6:28 am
ok so there is some kind of offset for each string
however data does not make any sense to me
michalss
Posts: 320 Joined: Sun Aug 10, 2014 12:49 pm
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by michalss » Tue Dec 30, 2014 8:42 am
Sorted
Finally ...