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.hsp0 P5 x) ~0 h3 O' C5 v0 R
1. to c:\temp 4 a, ?6 O9 ?1 J- P$ V- G2. create a new text document called astro.bms . h1 O/ ?# F* b9 Z/ b( Y4 E3. and place the newest version of quickbms in the folder also.0 s/ h) C7 q+ v6 @7 |) a) x3 J; N
8 `1 K: D, m5 L. `2 D3 I4 N3 lOk so open up BoneObject.hsp in your hex editor and lets take a look at it. & b3 F( A& ~- z+ Q! S/ W [attach]13365[/attach] ( U2 L2 i$ I) Dgood we have some plain text. 2 @" u5 [& ?" F9 B- Cyou will notice I highlighted the first 4 bytes 20 50 53 48 or " PSH" that is a space followed bye P S H.) p1 m$ I9 [/ ` n& L
hmm that seems familiar that is the file extension only backwards. this is know as the idstring! l* C) j" u7 v, `/ ]7 M$ M9 v
so up until now you would think to write in bms . I' r+ i1 K' F/ V) E2 ]: I: Iget IDSTRING long* L2 V/ n% c* x% K) |4 j4 d
there is nothing wrong with that but there is a better command 6 a3 t* l! ^( ^4 q; c0 O* Fidstring " PSH"0 M, d8 ^& g- ?& O
make sure you include the quotes.. e# X& J1 G3 l G) O
so open your bms string and on the first line type 6 q/ b b0 x* ?" N& z" r1 U) ^idstring " PSH". V6 {4 i& Q2 B( h$ @$ E# ?
the 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.! \( O3 P. g0 t+ R, g& H
"aka noob proofing it" & [" ~" M" N! k! y8 s0 j 6 V4 Q, h3 Y; vOk so now lets look at what we can read I see / f+ E$ ~6 W6 ?% Z4 r& F
Datas\Texture\BoneObject\npc_nagoya_octopus01_body.dds , Datas\Texture\BoneObject\Toon.bmp , Datas\Texture\BoneObject\Toon_a.bmp , Datas\Texture\BoneObject\Toon_zero.bmp ) K( [7 h7 _( C# Y7 @9 Vso I will assume there are 4 files in this archive.0 L) O! w F+ W! n8 p1 J
well 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 represents+ r6 w0 R' `1 r+ O8 N; W
so lets write that in bms language ; z6 ]: T% [: c6 q0 x6 n: k/ {get UNK1 long5 ^' L) t- W# J. y |8 i
this saves those 4 bytes as the variable UNK1. 2 n/ \( t. Q/ w& J- \$ S) J 6 G! L1 L6 V; S- S5 Gok the next 4 bytes are 04 00 00 00 hmm this translates into 00 00 00 04 or 4% _# b5 b. E- D" r' b: i; f0 ?$ Z
hey that is the number of files we counted so lets write that in bms' M5 {0 f9 E) v' b
get FILES long 8 R2 c$ e* q T" t( I) @this saves those 4 bytes as the variable FILES. / [2 ~ C8 c6 N4 s5 [) V! ?# w7 u* o* ^
the next 4 bytes are 00 00 00 00 well that is equal to zero so for now I will write that in bms 7 F9 @; k+ d/ B3 {get NULL1 long 7 c, S; t- T) L# r" zthis saves those 4 bytes as the variable NULL1; _' T0 R& H6 c* {+ @" z
6 V# h& l9 K8 ]2 K6 ~: O" J1 m, R/ [ok now we have reached the first file name Datas\Texture\BoneObject\npc_nagoya_octopus01_body.dds 5 q3 t9 C4 D2 f0 A3 R! s- zthis 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?. {/ T# t/ ?0 c9 g
well lets look for a pattern8 v3 F! c1 @! E- q; {
Datas\Texture\BoneObject\npc_nagoya_octopus01_body.dds is 0x36 ! Q. P& _, C, b$ k" L. R! u& j7 B: KDatas\Texture\BoneObject\Toon.bmp is 0x210 y! `$ S' Q' Q
Datas\Texture\BoneObject\Toon_a.bmp is 0x23 5 }- C% c- @' m7 wDatas\Texture\BoneObject\Toon_zero.bmp is 0x26 ) I A* [+ h5 n$ P8 Y jhmm I don't see anything that makes that a pattern. 5 D. a/ g0 w$ s. h# X" D! \but I do see all the names are followed bye a lot of zero's. how long is the name + the zeros of each file? 4 d4 o9 x2 @0 y" A. N6 b3 ADatas\Texture\BoneObject\npc_nagoya_octopus01_body.dds + 0's is 0x805 u& z% _/ E6 z4 b: d
Datas\Texture\BoneObject\Toon.bmp + 0's is 0x80+ t, j! H1 P0 ]/ q$ G
Datas\Texture\BoneObject\Toon_a.bmp + 0's is 0x805 Y8 ~4 J" O: J, z2 B
Datas\Texture\BoneObject\Toon_zero.bmp + 0's is 0x80 & v# w# G( S( ^! _hey they are all the same size when I include the 0's & F( ?6 B1 V. M5 q0 F- Bso in bms I would write this as/ p! P) s9 F) c6 T/ c* O o! _& `! {
getdstring NAME 0x80- G9 N2 U' s/ i
this tells it to grab 0x80 bytes and store the text value of it/ j# I2 J3 t* H. o) i- G0 m6 Z; l
and as an added feature it will automatically remove trailing 0's 0 H9 B% M! ^ q7 V3 g! \
0 m5 ?8 w d& |# b& ~% Pok so now we have 0xC bytes before I see the next file name/ z w3 u. t3 P2 X+ L- Q
which is 3 long values5 m6 R& M+ D& \7 k- H H
so lets write those in and we will figure out what they represent later.9 G% F. i, g. C0 f3 ^
get UNK2 long# d# b+ E- Y \! j
get UNK3 long9 W: M% n' J& j: k0 ]$ N0 d4 g0 j
get UNK4 long# l8 v! |8 E6 X/ E* }6 O3 h
7 A: p9 b8 f: _* N/ q! Y' [ok so now we see the name again G' a& }2 Y- L" c8 Q4 y% i0 zwe have our pattern so lets write our script based on what we learned7 n: d1 I& M% l8 ]$ Q! }5 W; v, F
so it would look like this up until now 9 k o+ P5 c) q- `" D ( q$ @/ T$ z; zCode:* v: w9 U( x9 F4 [6 P
idstring " PSH"7 X' d! I3 i+ n8 d' B/ D8 B0 f
get UNK1 long8 h1 W0 Y5 d, @* n* q1 O
get FILES long6 X; e* M/ j, r& `
get NULL1 long) q$ U8 Z6 `1 e, I/ z3 K6 C# G4 K+ G
for i = 0 < FILES$ e# {8 \6 v" s0 G) m [# w
getdstring NAME 0x80 * N4 O! N' ]$ |7 K3 Vget UNK2 long * y. z3 q F4 j3 lget UNK3 long) \$ i+ W! D7 p/ Y( C8 c8 O
get UNK4 long # L! I9 G. E/ A0 D. o0 t# a0 W" }2 W/ sclog NAME OFFSET ZSIZE SIZE 4 [, d# }* E) `* [" n( y- snext i ! W7 F- N" [) \& R% u - E9 `9 c7 F2 I3 ]- [5 l ! Z% h) z4 V0 B: b. ~) P/ Iok this may look complex but it is almost identical to the first tutorial file except we added 1 more variable0 @) b3 [1 O: q8 K: `2 J; \- G
ZSIZE this represents the compressed file size while SIZE represents the decompressed file size : d, @$ H3 b$ M/ k, ~3 xand we also changed the log command to clog to represent it is a compressed file.: ^7 i9 F" ?# T
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ok so now we have our loop and the commands to extract our files but we still need to fill in the variables9 q+ o' r, z8 _( C! ?$ ^
OFFSET ZSIZE SIZE+ I0 k5 C5 P. p& u2 K
so that means our 3 unknown values must represent that but how do we know what order they are in? + F: j' Q3 y8 }2 U# |. L, r [+ r" N X5 z
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 0 V N$ h8 |% s4 Zthen add our 3 unknown variables so that means we are highlighting 0x8C for our length. the first file is from 0x10 - 0x9B2 d% O4 q2 H+ e8 k8 t
so now do this for the rest of the files and you end up at highlighting 0x1B4 - 0x23F3 f Y! ^. A$ D B. H: M
[attach]13366[/attach] 9 |& R6 Q, H9 V( a
ok so we reached the end of our loop now what? 6 G! p0 n9 ]9 k1 r1 Uwell 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. 0 X8 J6 ]2 U) C. h' W8 g. _: @78 9C represents the standard zlib compression header ! a% X5 U5 ~( Z
ok so this means our first file starts there which is at offset 0x240( _& D5 n, v" Q4 m" t( W, y
) g' L: B# i* S9 l+ ewell lets go back to our first file in the list and look at those unknown variables. % N9 k4 u+ x, H5 y' s5 F24 72 00 00 is = 00 00 72 24 = 0x7224+ g, k9 M; Z# k ^" F% M6 e
80 00 02 00 is = 00 02 00 80 = 0x20080. {3 I- G5 f/ l3 ^0 h2 K
40 02 00 00 is = 00 00 02 40 = 0x240, U7 Q7 e$ b `+ ?
I think we have a winner so the third variable is 0x240 aka the offset) S: f$ T4 o: j h i
so lets update our script! {7 `7 u( x2 w3 [7 a/ C
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Code:, G c; w' R, d9 |; g( u
idstring " PSH" - _9 ? s* w7 y8 Aget UNK1 long7 R/ X* o' H8 ~6 R" X, T
get FILES long 5 D& K3 `. f% Vget NULL1 long / y* A; P( T3 l$ X3 Q% b3 jfor i = 0 < FILES 9 E* C0 U9 Z0 q- e- {getdstring NAME 0x80) x* z: ~/ m6 N% f, a8 f
get UNK2 long) u4 G- u+ g2 H& A
get UNK3 long " k; G& e7 z% Iget OFFSET long 6 V9 X& |7 y( v; b! i' A5 tclog NAME OFFSET ZSIZE SIZE' U4 y/ T8 A8 [+ X# r! W
next i % ^! _2 K/ l' S3 F T# G9 Q4 y( R; k, {+ N& B
, A8 s6 g9 _' P% F/ n8 [) B+ Dnow that just leaves ZSIZE and SIZE. c5 G: U4 U+ k# \, w( ^: S
well bye process of elimination the decompressed file must be bigger than the compressed file so we compare the 2 variables# A H$ R1 [4 W2 p5 S
24 72 00 00 is = 00 00 72 24 = 0x72247 W. i7 p* l( z' F" j
80 00 02 00 is = 00 02 00 80 = 0x200809 M7 y, T' T8 h7 c6 L0 E% g
well 0x20080 is definitely bigger so we now know the last 2 variables : } z# I3 \+ E; K+ E8 Z' j S) m 0 S @1 X& }! q2 Z3 ~& g, `8 [. g9 F. T& I& {( e
Code: 2 ?5 E, P) @7 J, y( Y1 Midstring " PSH" 2 w `2 r4 d7 s! j& n D4 v3 C- {get UNK1 long9 `$ N: ^% {/ p
get FILES long' r Z/ Z5 J2 [$ X& F& c% u% |
get NULL1 long) B9 S7 X5 M" Z# F- L
for i = 0 < FILES ( J. b" D- u- X/ ]) dgetdstring NAME 0x80. \. a5 D% G) n! _8 P" W
get ZSIZE long % J( X/ l6 O; @8 B) b! ? n. Eget SIZE long% I# x' T, J4 ?, k+ h4 [+ r2 ~
get OFFSET long& o* ?* S/ n% v. X0 O: q
clog NAME OFFSET ZSIZE SIZE 6 |! V2 }0 l+ anext i ! c* `- o E$ P) o; i0 T! r0 | & t8 x4 U8 v! Y& s7 }! O# e- g: N' J% g( {' |
now try our code out on the file . f$ N6 {3 ^8 o4 P/ f3 Q; Yopen the command prompt and change to the directory1 k' I6 u; `8 P+ Q0 ^# D1 e( R! [
c:\temp 7 [7 |) _+ j9 ]) L& h- Jnow type & V5 g1 @; F9 ~" G2 }5 m5 g2 ?6 hquickbms.exe -l astro.bms BoneObject.hsp .5 ^3 I) Q3 x* C: a, L
yay it listed our files without any errors now lets try extracting them 0 ^0 V. O( Z6 w8 icreate a folder called extract2 y0 |; b$ i% u% O8 ~! _
and type 4 Q) P6 B, s8 i& g3 }quickbms.exe astro.bms BoneObject.hsp extract, m$ W8 R( |1 q( G1 x& D
if we look in there we now have folders and in those folders are 4 pictures & q( {" ^$ J7 ^( t" Nwe did it.3 X8 t2 B( m* ^. ]
+ |, T0 G$ J" x7 GLet me know if you want more pictures or any way I can improve the tutorials. 5 ~2 r# I g& b) q5 _0 R$ a- ]0 ]( q5 e1 p2 c
) t# c6 K+ i+ J- f. nLast 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 ( q. y/ Z- V0 m: P3 U+ S0 C2 i——————————————————————————————$ X0 @% c+ F2 o* `; ]
建立一个目录C:\\temp来放我们解包出的文件 Q$ G! \( a% E% [+ L5 d9 [) h' |% T* m. h
1,进入C:\\temp文件夹 - M8 ^2 I7 E2 Q% F2,建立一个新文件 astro.bms(QuickBMS解包脚本)6 X2 |, V6 H, m5 {4 y% ?/ R% F
3,把最新版的quickbms也放到这个文件夹 - F3 V x7 M( R' ]4 U: z4 n8 k! W/ a A! K3 W' I) F! V* y: k
现在,用你的十六进制编辑器打开BoneObject.hsp,来好好观察一下 ' Y% P+ `! V x(图)! \% E1 ^7 L, }$ D, N
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很好,我们看到了一些清楚的文字. A, g. |8 |! o- d+ Q. R! u
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你会注意到最开始4个字节20 50 53 48,是空格跟上PSH 9 ~& H2 ~) H# R( Y; k3 S$ K看起来就是文件后缀名的反向排列* p0 h8 w; q/ g: q
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这被称为idstring(标识字串) 6 L- A& m; x& l8 l7 R2 O. `所以,现在在脚本里写上一句( B1 Q% P: N4 y3 ^/ T; h: S5 A$ X
) Y, i3 H- j. q; A1 x6 Fget IDSTRING long (将四个字节(long)存为IDSTRING) ; i4 J2 \0 q+ y, X2 ~' {; x$ g# U9 h
这没什么错误,不过我们有一条更好的指令 s! E% ?6 O* s8 V7 B Y7 ?8 q: R
9 G7 H O. {. c1 D1 A/ D3 q6 R* |idstring " PSH" 7 p; G3 q6 Z4 P9 D! z5 G
% C+ i; _2 w9 w* l. E: Y, J确保你没漏掉引号。9 v: W& E( Q6 C, F- c7 \4 A" _