Assassin's Creed II text files
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Assassin's Creed II text files
Game: http://store.steampowered.com/app/33230 ... xe_Edition
How to edit LocalizationPackage_English.ac2, LocalizationPackage_English_Subtitles.ac2 etc files?
How to edit LocalizationPackage_English.ac2, LocalizationPackage_English_Subtitles.ac2 etc files?
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Re: Assassin's Creed II text files
Вот программа вроде работала:
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Re: Assassin's Creed II text files
Thanks! But this tool only export text. Someone tool export\import?
Спасибо, но утилита только извлекает текст, а как его запаковать?
Спасибо, но утилита только извлекает текст, а как его запаковать?
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Re: Assassin's Creed II text files
makc_ar wrote:Thanks! But this tool only export text. Someone tool export\import?
Спасибо, но утилита только извлекает текст, а как его запаковать?
Forgelib is only a unfinished dumper, texts are in incorrect order and are missing about 1000 lines of texts.
And all data files have a checksum, even able to edit the LocalizationPackage, there's a need to update all checksums, and update DataSize(IndexTable, NameTable, DataTable) and Data Offsets(IndexTable) in main package(.forge).
I'm working in a Forge Editor and maybe I'll release a alpha version on few weeks.
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Re: Assassin's Creed II text files
Wow, this is great news!
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Re: Assassin's Creed II text files
Any news?
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Re: Assassin's Creed II text files
- .forge export/import done.
- lzo files decompress/compress done.
- LocalizationPackage extract done. Repack is a work in progress.
I was wrong, I was talking about LocalizationPackage_English_Subtitles and misunderstood with LocalizationPackage_English. ForgeLib extract correctly.
- lzo files decompress/compress done.
- LocalizationPackage extract done. Repack is a work in progress.
Delutto wrote:Forgelib is only a unfinished dumper, texts are in incorrect order and are missing about 1000 lines of texts.
I was wrong, I was talking about LocalizationPackage_English_Subtitles and misunderstood with LocalizationPackage_English. ForgeLib extract correctly.
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Re: Assassin's Creed II text files
Nice ! you're the best, Delutto
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Re: Assassin's Creed II text files
Delutto wrote:- .forge export/import done.
- lzo files decompress/compress done.
- LocalizationPackage extract done. Repack is a work in progress.Delutto wrote:Forgelib is only a unfinished dumper, texts are in incorrect order and are missing about 1000 lines of texts.
I was wrong, I was talking about LocalizationPackage_English_Subtitles and misunderstood with LocalizationPackage_English. ForgeLib extract correctly.
so, you have tool to localize assassins creed 2 yes? Can I have link for it?
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Re: Assassin's Creed II text files
tabo8226 wrote:so, you have tool to localize assassins creed 2 yes? Can I have link for it?
Repack is a work in progress.
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Re: Assassin's Creed II text files
very nice, you are making amazing job guys, finally Georgians will have AC II into their language, yeyy
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Re: Assassin's Creed II text files
just a question, Delutto. will your tool be compatible with black flag ?
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Re: Assassin's Creed II text files
KhavitZ wrote:just a question, Delutto. will your tool be compatible with black flag ?
Yes, it's a universal Ubisoft forge tool. Tool already compatible until AC III, working on Liberation. But Black Flag files have some little diferences and alpha version probabily will not be fully compatible.
Keep on mind that alpha version is not a enduser tool, it's a version for those who want help with development, testing files and reporting bugs...
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Re: Assassin's Creed II text files
when will share your tool?
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Re: Assassin's Creed II text files
stevenking10 wrote:when will share your tool?
When LanguagePackage repacker be fully functional.
I'm a game translator and Localization capability is my main gold. LocalizationPackage it's a char index serialization and the format sucks and I'll not release any version of the tool until I solved this problem.
I'm not a professional programmer and I'm working on these tool on my very rare free times, so there's no date for the first release.
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Re: Assassin's Creed II text files
not yet?
let me give you some information...
first: you dont have to inject compresed files game ( game can read decompressed files)
second: text based in XML file... so, like farcry!
let me give you some information...
first: you dont have to inject compresed files game ( game can read decompressed files)
second: text based in XML file... so, like farcry!
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Re: Assassin's Creed II text files
tree month ago... I created a font texture injector and text editor for prince of persia 4 (2008)...
i tried... more and again & again & again... but any try was a closed door... but one time, inject decompressed text and its worked!
forge hase two size offset for any file and one decompressed size for any file= size offset
first real size in header of forge and secind real size and decompressed size are located in header of a file
real size and decompressed size must be a same size
i tried... more and again & again & again... but any try was a closed door... but one time, inject decompressed text and its worked!
forge hase two size offset for any file and one decompressed size for any file= size offset
first real size in header of forge and secind real size and decompressed size are located in header of a file
real size and decompressed size must be a same size
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Re: Assassin's Creed II text files
Aff... this guy here too...
Please, go back to Xentax and take your lies and bullshits with you.
Please, go back to Xentax and take your lies and bullshits with you.
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Re: Assassin's Creed II text files
lie? This Was some information...
game can read uncompressed files, every file in ANVIL NEXT has a backup Header... that's way game crashing when someone trying to edit it... no need to recompress...
i create a tool for prince of persia 2008 and prince of persia The forgotten sands. i used decompressed files in game..
and about font... it's possible to inject TTF font into the game... i translate Farcry and assassins creed Unity and Prince of persia game with ttf font...
and About Text... Any Script and Text & String can be XML File and no need to encodec
i am not A lier, i just want to help other's for developing
Try All of This Yourself!
TRY THIS THING'S AND SEE YOURSELF, IF You think a'm a lier
game can read uncompressed files, every file in ANVIL NEXT has a backup Header... that's way game crashing when someone trying to edit it... no need to recompress...
i create a tool for prince of persia 2008 and prince of persia The forgotten sands. i used decompressed files in game..
and about font... it's possible to inject TTF font into the game... i translate Farcry and assassins creed Unity and Prince of persia game with ttf font...
and About Text... Any Script and Text & String can be XML File and no need to encodec
i am not A lier, i just want to help other's for developing
Try All of This Yourself!
TRY THIS THING'S AND SEE YOURSELF, IF You think a'm a lier
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- Joined: Tue Oct 13, 2015 1:26 pm
Re: Assassin's Creed II text files
It must be the thousandth time you say: "Once I made a tool for the forge files and blah blah blah ..." And in the same time are you begging for help with anything related to the forge files. Well, where is your tools?
You don't even know what you talking about.
There's no stupid thing like "Backup Header".
Texts are a index table for chars and/or char indexes, not XML, there's no a single one plain string on localization resources.
Fonts are DDS, not TTF.
There's no file size, there's a RAW data size and there's a size for each RAW data block.
You probabily readed about import uncompressed data to forge package on michals tool for AC Rogue topic on Xentax and thinked that is a smart thing to say, well, it's not, unlike AC Liberation and later games, first games have a table for every data raw chunck, and even import a uncompressed data is not a simple thing, and this is not where development are stuck.
The only thing you do on Xentax is lie and talk bullshit like you just did here, which is why no one wanted share the Kramla's scripts to translate AC2 with you.
I'm having a lot of problems developing that forge tool and the current status is STOPPED. I don't know when I'll back on development. and I don't know when will be the first release, or even if will be released.
I'll don't answer any other question about it anymore.
For those who can't wait, make you own tool, there's a lot of information about the format on ARchive_neXt Wiki and in the forgelib sources.
You don't even know what you talking about.
There's no stupid thing like "Backup Header".
Texts are a index table for chars and/or char indexes, not XML, there's no a single one plain string on localization resources.
Fonts are DDS, not TTF.
There's no file size, there's a RAW data size and there's a size for each RAW data block.
You probabily readed about import uncompressed data to forge package on michals tool for AC Rogue topic on Xentax and thinked that is a smart thing to say, well, it's not, unlike AC Liberation and later games, first games have a table for every data raw chunck, and even import a uncompressed data is not a simple thing, and this is not where development are stuck.
The only thing you do on Xentax is lie and talk bullshit like you just did here, which is why no one wanted share the Kramla's scripts to translate AC2 with you.
I'm having a lot of problems developing that forge tool and the current status is STOPPED. I don't know when I'll back on development. and I don't know when will be the first release, or even if will be released.
I'll don't answer any other question about it anymore.
For those who can't wait, make you own tool, there's a lot of information about the format on ARchive_neXt Wiki and in the forgelib sources.