标题: 【汉化资料】通用解包器制作工具QuickBMS图文教程2 [打印本页] 作者: shane007 时间: 2009-6-11 20:21 标题: 【汉化资料】通用解包器制作工具QuickBMS图文教程2 ok so set up our c:\temp directory bye extracting our file BoneObject.hsp " e: k, j+ s( w) ?1 n2 K G% V1. to c:\temp , c4 u+ S+ z- r" H7 w, D2 g% s2. create a new text document called astro.bms # Y& w% I8 q6 `* X3 _3. and place the newest version of quickbms in the folder also. . A+ \/ [ B3 w* |' k e# N6 G2 g0 _) |8 }( M
Ok so open up BoneObject.hsp in your hex editor and lets take a look at it. , S3 T" n" t. u( U [attach]13365[/attach] 4 u% T; g$ I8 y5 H8 P$ y- V& Fgood we have some plain text. , `/ ?4 H: _- G$ i/ V% l! M6 Hyou will notice I highlighted the first 4 bytes 20 50 53 48 or " PSH" that is a space followed bye P S H.6 M6 G g( ]2 ~# `1 }
hmm that seems familiar that is the file extension only backwards. this is know as the idstring( [* c7 s9 `5 q( g& X
so up until now you would think to write in bms4 h( S4 N0 q! u! ?( }9 g
get IDSTRING long }% _! R: P `$ j1 gthere is nothing wrong with that but there is a better command * }3 z: N; H0 P- ?2 t3 `; Midstring " PSH"% c" W3 _) V1 U ?8 j! V# w
make sure you include the quotes. 6 C8 f# m3 G" s j/ wso open your bms string and on the first line type! s2 ]$ v+ \; X
idstring " PSH" ) ^ w% R7 ?2 lthe reason this command is better is it will tell the program not to run if it does not find that string don't try to extract that file.9 I6 `* w. p E/ f; k
"aka noob proofing it"* s8 U% l w( Y$ ^1 O: N
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Ok so now lets look at what we can read I see 6 X, G' C& v3 m( |0 fDatas\Texture\BoneObject\npc_nagoya_octopus01_body.dds , Datas\Texture\BoneObject\Toon.bmp , Datas\Texture\BoneObject\Toon_a.bmp , Datas\Texture\BoneObject\Toon_zero.bmp* a" W/ v0 [( O0 z
so I will assume there are 4 files in this archive. ! G6 M4 ]- L( w3 A1 q! _2 wwell lets look at the next 4 bytes and see what it is 01 00 00 00 hmm that is equal to 00 00 00 01 or 1 and we have more files in this archive than that so we do not know what this represents7 M# y+ I* _8 u) X$ c
so lets write that in bms language ) C% _* C* ]; q" uget UNK1 long ' a, k4 M7 c" l) I. |, fthis saves those 4 bytes as the variable UNK1. 9 L5 M/ t: T E+ H$ U # X: O3 a+ h# O: M, X ?6 eok the next 4 bytes are 04 00 00 00 hmm this translates into 00 00 00 04 or 4( T" c' {: c1 w! K8 V
hey that is the number of files we counted so lets write that in bms * H5 O2 l- n- q% Aget FILES long - R; B8 _* B$ e/ u* |" Q7 pthis saves those 4 bytes as the variable FILES.7 m2 q. K; Q& N! z
1 s3 |9 t6 @# U5 P& m* N+ ^the next 4 bytes are 00 00 00 00 well that is equal to zero so for now I will write that in bms E9 d$ d" J1 K; o& Cget NULL1 long , g% `; _8 v/ Z- j4 Z a" ~this saves those 4 bytes as the variable NULL1 # ?% d; r4 A/ z1 { t5 Y; y! k0 Y/ y. B& `/ w8 K; F; L) O; N
ok now we have reached the first file name Datas\Texture\BoneObject\npc_nagoya_octopus01_body.dds 3 |9 q% _: I7 r9 k+ F$ Tthis is 0x36 bytes long but wait there was no indicator like the last file that told us how long the name is how do we write this?/ @. P, I; a' g9 N- T7 M* e
well lets look for a pattern - V' \9 x8 x0 s" k% A ^! QDatas\Texture\BoneObject\npc_nagoya_octopus01_body.dds is 0x36 1 V7 I6 O! y# L8 H7 M7 b& \# {Datas\Texture\BoneObject\Toon.bmp is 0x219 ~2 e& H7 A9 C/ I' q6 w" D7 D
Datas\Texture\BoneObject\Toon_a.bmp is 0x23 8 |( t V$ S' l9 oDatas\Texture\BoneObject\Toon_zero.bmp is 0x26 2 j3 H6 v4 [4 x( {! S9 A5 \hmm I don't see anything that makes that a pattern. ; X1 [! b% Y7 obut I do see all the names are followed bye a lot of zero's. how long is the name + the zeros of each file? 5 c& A% p( [" ]4 j) EDatas\Texture\BoneObject\npc_nagoya_octopus01_body.dds + 0's is 0x80 ( C7 \9 [/ B* R: V. XDatas\Texture\BoneObject\Toon.bmp + 0's is 0x80 6 x6 Y, T' J" F3 u3 x0 sDatas\Texture\BoneObject\Toon_a.bmp + 0's is 0x80 5 B9 p) H2 M: UDatas\Texture\BoneObject\Toon_zero.bmp + 0's is 0x80 ! X% ?, l- h) J& k. t. ohey they are all the same size when I include the 0's3 ?! I# @2 o% y
so in bms I would write this as" A% L& {; [ w4 g! \. V
getdstring NAME 0x80 2 f$ t1 v& x8 E3 `6 f Cthis tells it to grab 0x80 bytes and store the text value of it & Y. @' @3 R$ Qand as an added feature it will automatically remove trailing 0's " |0 e6 X. E5 f : @3 P0 X `: B+ G$ {+ Qok so now we have 0xC bytes before I see the next file name - {5 Q8 h* n/ y* Qwhich is 3 long values ' L, j( U: z3 V9 O; O! Xso lets write those in and we will figure out what they represent later.) [1 u+ i3 L# z7 V. H" L! v
get UNK2 long 3 b) G9 q& s% N, S: ?9 Zget UNK3 long) l. K; u) r. l. e" z6 t. c L* G
get UNK4 long: Q, |5 d* X6 E' H( U5 Q5 V* {$ d
3 x6 w. S. R" |' X ?ok so now we see the name again, A- Q, W" u* v4 A/ B; }6 W
we have our pattern so lets write our script based on what we learned3 ~- s" G: @; A+ \/ M
so it would look like this up until now 6 G# ?5 O* B e, T " {2 C# Z- {& B( M1 ?) y2 E* DCode: ) [. J: V0 O9 R1 Aidstring " PSH"& r# u6 Z, y) H
get UNK1 long 3 W4 w. v) K/ j) H1 L% Iget FILES long 3 w+ L& q, v/ z6 S( \get NULL1 long + q# ^! {6 v2 Y |8 _for i = 0 < FILES ) ^& @, L, w" F y; \2 P0 kgetdstring NAME 0x803 K- a6 Z: _1 t0 b& ]4 V# D
get UNK2 long3 Q+ y" J5 [& l+ [8 o
get UNK3 long2 P# W6 s; v# R$ o: A' T' q
get UNK4 long ! |9 f4 u, k4 {9 ~clog NAME OFFSET ZSIZE SIZE 8 o, b+ Z6 e2 R8 L- Anext i 4 L: ], H6 r! f }& D: y' Y% I" N( \: X) Q
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ok this may look complex but it is almost identical to the first tutorial file except we added 1 more variable1 d! J. f# `+ ]
ZSIZE this represents the compressed file size while SIZE represents the decompressed file size& ~+ G( d4 y1 o
and we also changed the log command to clog to represent it is a compressed file. 8 [& L$ e5 E" s, D- m1 p6 o( u
ok so now we have our loop and the commands to extract our files but we still need to fill in the variables5 {7 k; O, u8 n: e' d
OFFSET ZSIZE SIZE ( X. f: n' @- k5 ]7 kso that means our 3 unknown values must represent that but how do we know what order they are in?8 |" {) u/ K% Y% N$ H
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Well ill let you in on a cool trick follow the file loop to the end start at Datas\Texture\BoneObject\npc_nagoya_octopus01_body.dds and highlight the whole 0x80 length ( p( ?7 f/ o4 I/ A' Cthen add our 3 unknown variables so that means we are highlighting 0x8C for our length. the first file is from 0x10 - 0x9B+ Q$ m3 I0 N6 i
so now do this for the rest of the files and you end up at highlighting 0x1B4 - 0x23F i0 M' g# f+ _3 q3 k. _8 } [attach]13366[/attach] 6 B0 }3 U, J/ jok so we reached the end of our loop now what?7 O4 e6 `3 Z1 ?1 d( ~5 f& ^7 {7 {0 F
well the next 2 bytes are 78 9C and this is an archive extractors best friend when you see this at the start of a file. ) J: u; N- a8 N- b1 ^78 9C represents the standard zlib compression header ' S( k3 i, f5 J( q- C, D
ok so this means our first file starts there which is at offset 0x240: O' c5 [& Y$ V) @9 P
) L& ]0 Y# y5 y! @: `5 Rwell lets go back to our first file in the list and look at those unknown variables.0 I& L9 C/ N0 |1 K
24 72 00 00 is = 00 00 72 24 = 0x72247 b, q* C5 D/ E, r
80 00 02 00 is = 00 02 00 80 = 0x20080 2 {, h6 e0 M; y6 _# T2 Z40 02 00 00 is = 00 00 02 40 = 0x240 8 F, l: p! }5 LI think we have a winner so the third variable is 0x240 aka the offset' c- g& ~0 R& D
so lets update our script % k$ n, ]( }& Y1 J8 C, l7 i& A9 s/ p0 j/ L7 ]+ \2 X2 @
$ h- K% F9 c( X: H/ G9 d v7 aCode:9 w# }# N8 h* u
idstring " PSH"1 G, l$ Z R8 g3 u( L
get UNK1 long6 ~5 k& @# l0 h/ `" q, l
get FILES long) E, W! K. M, @, B
get NULL1 long ! V, J1 w0 K2 d! `' ^- ofor i = 0 < FILES . _' t3 J% F) \0 C X5 Jgetdstring NAME 0x80 {$ b$ D$ d7 h0 s
get UNK2 long / R* a! ~* S4 \$ Q. V8 F9 l- T; _get UNK3 long7 g" h; j% ]0 T' j% h) U! h/ Y
get OFFSET long6 B4 Y. S9 f1 m! K4 ~2 ?
clog NAME OFFSET ZSIZE SIZE 2 q. l4 J) M3 c/ ~4 u$ j3 p; Anext i 1 e8 V: E6 }( [, f. Z/ v1 T 6 w* u+ Q. l/ }% c. ~2 P ) u! p8 W; F3 Z% K. h. s* @& enow that just leaves ZSIZE and SIZE1 P5 g e7 \9 V, r
well bye process of elimination the decompressed file must be bigger than the compressed file so we compare the 2 variables U1 X& {' H5 i0 f9 h7 ?- I24 72 00 00 is = 00 00 72 24 = 0x72249 t. p0 s, `, j' }; E, x5 h& @: v
80 00 02 00 is = 00 02 00 80 = 0x20080 % e; ^# G0 o1 d1 R. ?; \4 Mwell 0x20080 is definitely bigger so we now know the last 2 variables6 c. P3 f- G. G; a9 }1 O# }, J
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idstring " PSH" 5 g+ r# P# p: w5 Eget UNK1 long& R9 R7 N3 R8 b
get FILES long ( B8 B% ]7 c* x# jget NULL1 long* Z1 J! @0 d9 p% P; |
for i = 0 < FILES7 k3 N7 u8 K, p. d9 X
getdstring NAME 0x80 , S& T o8 \$ H2 w3 F/ x: h9 u* o( ~get ZSIZE long6 G3 Z! U4 f: Y4 o+ \# _
get SIZE long Y3 y8 B. A0 U5 W* |
get OFFSET long 7 d p1 m9 A7 M% \9 Oclog NAME OFFSET ZSIZE SIZE $ j9 H4 q# S+ G: m" rnext i ! g6 n# q! o$ c" v+ Y+ [+ U" j 7 J/ `: Q, ^" W2 H7 Z3 v 6 I5 Z2 X" M9 S" A1 _! N. Ynow try our code out on the file % z( J. @" i/ I; j1 b8 i. copen the command prompt and change to the directory ~8 Y# Z. l$ yc:\temp7 z$ G% c. ~' }" X M+ B
now type6 @5 |2 {5 W4 d8 `9 W
quickbms.exe -l astro.bms BoneObject.hsp .7 P9 {+ ]( o7 o
yay it listed our files without any errors now lets try extracting them# @2 B5 d9 \2 H$ j. Z2 e
create a folder called extract / C' Q: ?5 I& w" pand type3 \' \4 @: P+ o; K0 L! Q
quickbms.exe astro.bms BoneObject.hsp extract 8 M, k# |' }& r, S1 rif we look in there we now have folders and in those folders are 4 pictures 5 @8 V1 c( c% v
we did it. . d# o( l: P( f" M4 V & T: b2 a' J8 q+ U+ [& ^7 D. TLet me know if you want more pictures or any way I can improve the tutorials. * D" G' k/ g. _8 {6 k4 X5 U+ _ 8 x8 u) g. z+ r$ e7 d( M, y! ~4 `- c$ o1 x; J5 E" w y
Last edited by chrrox on Tue Jun 09, 2009 2:33 pm, edited 1 time in total.作者: herojimmy 时间: 2009-9-9 21:53
cool turotials ,thx!作者: 深绿 时间: 2009-10-7 21:48
应群里朋友之请,翻译了一下这篇教程,不是完全照翻的,后面差不多是自己rewrite了,希望会有帮助 r( I8 t0 J8 k& j—————————————————————————————— 2 a, l' E& a" f6 [6 ~+ j建立一个目录C:\\temp来放我们解包出的文件( `" C/ W* G* [! D1 `3 F# o: r( ?
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1,进入C:\\temp文件夹! l. d( M5 m- x* C- [% D( v
2,建立一个新文件 astro.bms(QuickBMS解包脚本) 5 o2 i" [ }9 Q2 a3,把最新版的quickbms也放到这个文件夹 2 u: Q1 k, A' k0 G0 P4 E1 r3 k c# s# X
现在,用你的十六进制编辑器打开BoneObject.hsp,来好好观察一下 k& c6 T# x9 Y+ A8 V4 R4 h(图) : d* D( B0 E/ R) U3 Y ( Z; I! g* F8 y很好,我们看到了一些清楚的文字 6 H e' @- o% v) b% K/ L% F+ ~+ {3 U( M" C
你会注意到最开始4个字节20 50 53 48,是空格跟上PSH- O( p7 b* F3 D9 Y4 j# L
看起来就是文件后缀名的反向排列! w$ O6 M# i+ A8 w9 t" g
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这被称为idstring(标识字串)) R% [- j6 k- D0 G
所以,现在在脚本里写上一句 9 f! u1 u$ f9 I3 i# J, ^% N 5 X3 C+ N% D- [7 C+ _% m3 q; cget IDSTRING long (将四个字节(long)存为IDSTRING)( w( B4 P2 \$ C& |- O7 I: s7 G
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这没什么错误,不过我们有一条更好的指令) p7 `8 N+ \6 A5 T# z; _