locale.big (FIFA ONLINE 4)
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locale.big (FIFA ONLINE 4)
Aluigi can you help me with this file?
It is located in FIFA ONLINE 4 data \ loc folder. Hope you can help!
Thank you!
It is located in FIFA ONLINE 4 data \ loc folder. Hope you can help!
Thank you!
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Re: locale.big (FIFA ONLINE 4)
It's the classical BIG4 format without encryption (that's a good news compared to FO3):
http://aluigi.org/bms/ea_big4.bms
http://aluigi.org/bms/ea_big4.bms
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Re: locale.big (FIFA ONLINE 4)
aluigi wrote:It's the classical BIG4 format without encryption (that's a good news compared to FO3):
http://aluigi.org/bms/ea_big4.bms
Very thank you!
Again, can you extract the eng_us.db file? This is the part that I have after extracting the locale.big file.
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Re: locale.big (FIFA ONLINE 4)
Check if there are already tools for similar files used in past games
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Re: locale.big (FIFA ONLINE 4)
aluigi wrote:Check if there are already tools for similar files used in past games
Thank you!
I have found the tool for this file! It works very efficiently.
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vie_vn.big (FO4)
I have a file with the .big format, it's in the project that I'm working on. But I have not figured out how to extract this file. Hope somebody can help me!
Thank you very much!
This is the link: https://drive.google.com/file/d/1qclLuQ ... sp=sharing
Thank you very much!
This is the link: https://drive.google.com/file/d/1qclLuQ ... sp=sharing
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Re: locale.big (FIFA ONLINE 4)
HPAndroid wrote:aluigi wrote:Check if there are already tools for similar files used in past games
Thank you!
I have found the tool for this file! It works very efficiently.
What is the tool you found? I'm able to check some t3db local strings in nhl series.
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FO4 .big file
This is a fairly familiar format! But it seems I can not extract it . Hope somebody can help me!
Thank you very much!
This is the link: https://drive.google.com/file/d/1LqFNB8 ... sp=sharing
Thank you very much!
This is the link: https://drive.google.com/file/d/1LqFNB8 ... sp=sharing
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Re: locale.big (FIFA ONLINE 4)
@HPAndroid
STOP opening new topics
STOP opening new topics
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Re: locale.big (FIFA ONLINE 4)
Regarding the 2 files you uploaded, they seem in some way "similar" to those used in FO3 with the complete absence of any header in the first 0x40 bytes which are just zeroes.
vie_vn.big uses a "data" field instead of the classical "chunk" compressed methods and therefore can't work with the work-around used in FO3 while data.big is ok but it's necessary to remove the initial 'idstring "BIg4"' command from the script (http://aluigi.org/bms/raw_ea_10fb_dumper.bms) and you should use the http://aluigi.org/bms/chunklzx.bms script on each dumped file
I was thinking to something a bit automatic but it requires some work, for example:
Then open chunklzx.bms and replace the first 4 instructions (those with "NAME") with the following:
string NAME p "%08x.dat" OFFSET
Now you can use the script I pasted above with data.big, just be sure to have the edited chunklzx.bms script in the same folder with the script and quickbms.exe.
quickbms will ask you to overwrite the output file, it's probably a bug so just answer with 'a' to avoid it.
The output files will have no extension so be ready to open all of them with a hex editor.
I hope it's not too complicated just follow the instructions and it will work.
vie_vn.big uses a "data" field instead of the classical "chunk" compressed methods and therefore can't work with the work-around used in FO3 while data.big is ok but it's necessary to remove the initial 'idstring "BIg4"' command from the script (http://aluigi.org/bms/raw_ea_10fb_dumper.bms) and you should use the http://aluigi.org/bms/chunklzx.bms script on each dumped file
I was thinking to something a bit automatic but it requires some work, for example:
Code: Select all
math SKIP = 4 # \x00 because it's aligned and limits false positives
get ARCHIVE_SIZE asize
for OFFSET = 0x40 != ARCHIVE_SIZE
goto OFFSET
for OK = 1 != 0
findloc NEXT_OFFSET string "\x00\x00\x00\x00chunk" 0 "" # chunkref and chunkzip
if NEXT_OFFSET == ""
math NEXT_OFFSET = ARCHIVE_SIZE
endif
if NEXT_OFFSET == ARCHIVE_SIZE
math OK = 0
else
math NEXT_OFFSET + SKIP
if NEXT_OFFSET & 0xf
goto NEXT_OFFSET
else
math OK = 0 #break
endif
endif
next
math SIZE = NEXT_OFFSET
if OFFSET != 0
include "chunklzx.bms"
endif
next OFFSET = NEXT_OFFSET
string NAME p "%08x.dat" OFFSET
Now you can use the script I pasted above with data.big, just be sure to have the edited chunklzx.bms script in the same folder with the script and quickbms.exe.
quickbms will ask you to overwrite the output file, it's probably a bug so just answer with 'a' to avoid it.
The output files will have no extension so be ready to open all of them with a hex editor.
I hope it's not too complicated just follow the instructions and it will work.
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- Posts: 67
- Joined: Sun Mar 04, 2018 1:29 am
Re: locale.big (FIFA ONLINE 4)
aluigi wrote:@HPAndroid
STOP opening new topics
Very very thank you! Aluigi!
I am also very sorry for creating a new topic. Since I found the file to be extracted in a different way, I created a new topic. I am very sorry, I will draw experience!
Have fun!
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- Posts: 67
- Joined: Sun Mar 04, 2018 1:29 am
Re: locale.big (FIFA ONLINE 4)
aluigi wrote:Regarding the 2 files you uploaded, they seem in some way "similar" to those used in FO3 with the complete absence of any header in the first 0x40 bytes which are just zeroes.
vie_vn.big uses a "data" field instead of the classical "chunk" compressed methods and therefore can't work with the work-around used in FO3 while data.big is ok but it's necessary to remove the initial 'idstring "BIg4"' command from the script (http://aluigi.org/bms/raw_ea_10fb_dumper.bms) and you should use the http://aluigi.org/bms/chunklzx.bms script on each dumped file
I was thinking to something a bit automatic but it requires some work, for example:Then open chunklzx.bms and replace the first 4 instructions (those with "NAME") with the following:Code: Select all
math SKIP = 4 # \x00 because it's aligned and limits false positives
get ARCHIVE_SIZE asize
for OFFSET = 0x40 != ARCHIVE_SIZE
goto OFFSET
for OK = 1 != 0
findloc NEXT_OFFSET string "\x00\x00\x00\x00chunk" 0 "" # chunkref and chunkzip
if NEXT_OFFSET == ""
math NEXT_OFFSET = ARCHIVE_SIZE
endif
if NEXT_OFFSET == ARCHIVE_SIZE
math OK = 0
else
math NEXT_OFFSET + SKIP
if NEXT_OFFSET & 0xf
goto NEXT_OFFSET
else
math OK = 0 #break
endif
endif
next
math SIZE = NEXT_OFFSET
if OFFSET != 0
include "chunklzx.bms"
endif
next OFFSET = NEXT_OFFSET
string NAME p "%08x.dat" OFFSET
Now you can use the script I pasted above with data.big, just be sure to have the edited chunklzx.bms script in the same folder with the script and quickbms.exe.
quickbms will ask you to overwrite the output file, it's probably a bug so just answer with 'a' to avoid it.
The output files will have no extension so be ready to open all of them with a hex editor.
I hope it's not too complicated just follow the instructions and it will work.
Aluigi! You have the script for this file
https://drive.google.com/file/d/1G_VGan ... sp=sharing