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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.
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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
! q$ x# }" x/ d( {7 _
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
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" {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
+ G0 ~: L5 u2 U. k* [! F2 ]4 c
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
" v( s9 |' }1 ^* F' f* V
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
& N% x: ?9 l4 u

7 m  {+ i1 J8 }5 q. SCode:& O, H7 ?7 F: d- }
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.
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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( ?
; Z' E8 t5 r* C( J: \+ m1 b
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
. O( a# G9 l7 b4 j! l( n
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
' h9 K4 K' g7 w; N3 X7 m
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; _

* t& O5 O) ]- i& d0 Iidstring " PSH"        
' S4 H- \0 U$ M1 u; t4 @+ |8 J) \# C! G' t, Z3 |# n) b
确保你没漏掉引号。
" l. V0 e8 g  A3 q# D6 l* @0 Q
9 I3 K( |; q. A- `* w: l这条指令更好是因为你可以告诉程序,如果没有在开头找到这个标识符,那么就不要解包这个文件。
3 T! U+ W4 a& G' N" K- {5 h- p! R7 B" L% S' \1 s3 B
之后继续观察文件,我们可以看到
3 R1 B* |" J$ f- t; n# `/ P1 xDatas\\Texture\\BoneObject\\npc_nagoya_octopus01_body.dds , Datas\\Texture\\BoneObject\\Toon.bmp , Datas\\Texture\\BoneObject\\Toon_a.bmp , Datas\\Texture\\BoneObject\\Toon_zero.bmp / o1 _. O2 U2 z& ^1 |
所以我假设有4个文件在这个包里。$ Z3 `* c- ^( P* y' X

2 `! e% I8 T6 U0 l' S/ gok,回到开头标识符,接下来看之后的四个字节,是01 00 00 00,那等于00 00 00 01或者1,文件数量比这要多,所以我们不明白这代表什么
: I% x7 r( {! X+ j
5 z3 L! J& `0 I3 K% Z那么我们在脚本里写这么一句
6 d6 [( a) U, a/ D2 A+ S1 t
2 n. r0 `5 F/ N5 Lget UNK1 long
2 H- j* _! |9 [% U3 F6 {6 c这句指令把4个字节存为变量UNK1
; {7 f7 Q" J) b& K. m9 [. t7 H! P0 h+ p4 T( p- ?
ok,之后四个字节是04 00 00 00,就是00 00 00 04或者41 B' ?+ N7 m- Z
这就是包里的文件数量,所以我们在脚本里写这么一句:
- P5 \" W7 w1 ?8 N7 E
. u' k9 q+ [- ^7 h1 E9 `/ i. hget FILES long
" U3 E- {1 h4 c" |1 T这一句把4个字节存为变量FILES
! R2 U; ^( W/ n4 c5 Q$ H2 r/ l
& E% j7 C) i" X  ~之后四个字节是00 00 00 00,嗯,那就代表0
- v1 J4 D' d( e8 R) w# ]于是我们这么写
' J9 s7 n1 t9 [, H5 c  N7 z7 Q. q7 t" L) X
get NULL1 long( V9 z5 R7 \! F4 O1 R# u2 ]% p% V
把这四个字节存为变量 NULL1
# b/ p* G$ t( R# b
5 l3 _% e: p$ }好了,现在我们到达了第一个文件的文件名部分
: ^9 ^5 `7 _. W$ z; d. n: ^Datas\\Texture\\BoneObject\\npc_nagoya_octopus01_body.dds
" k# ^8 o  |9 Y  D& e这个字串的长度是0x36,不过等等,这儿没有一个标示符告诉我们文件名的长度,那么我们该怎么写脚本呢?
1 z  W0 E5 k( E4 a
" |1 |; F) V, V4 w8 u1 Hwell,我们来找找规律0 w0 n% K. B, b  ^
Datas\\Texture\\BoneObject\\npc_nagoya_octopus01_body.dds is 0x36
2 L) Y0 R: Q# @! |Datas\\Texture\\BoneObject\\Toon.bmp is 0x21
3 C. O1 U2 ]5 N0 FDatas\\Texture\\BoneObject\\Toon_a.bmp is 0x230 c3 p% O3 K$ K" `, j1 B" I- G1 X
Datas\\Texture\\BoneObject\\Toon_zero.bmp is 0x26) T/ h) ]* o- \
, i$ C) g# t& M( g' a
看起来没什么规律,呵呵
# ^  u% t' p5 @0 z; {  c6 `6 A# h3 u4 t' e4 R% X8 h& ?9 u3 I
不过我注意到,文件名之后都跟着一大堆的00,那么把文件名加上那些0,长度是多少呢?
5 W8 B( U0 K, [/ M$ X5 N9 k, A3 M' G0 @! F3 Z
Datas\\Texture\\BoneObject\\npc_nagoya_octopus01_body.dds + 0's is 0x80   % W6 [1 X$ v( g- g1 ^: G* h& S( ~# E
Datas\\Texture\\BoneObject\\Toon.bmp + 0's is 0x80 " r. V* |" @# Q( F7 t1 k
Datas\\Texture\\BoneObject\\Toon_a.bmp + 0's is 0x80
- ?2 F" U0 t4 T. _Datas\\Texture\\BoneObject\\Toon_zero.bmp + 0's is 0x80
  J2 i2 g$ O2 {1 H) |4 c% r+ }! G, g! e  i- o$ J, O* T, v2 ~$ \. R
嘿,看到了吧,他们的长度都是0x80
- _8 A) W8 V3 Q2 o) Y. |所以,我们在脚本里这么写6 l3 w9 Y* }2 O) |
getdstring NAME 0x80/ Y, _/ j9 [0 m# T6 t

# N2 q  z+ t3 {5 p6 i7 w& B1 g这告诉程序,读取0x80个字节,把他们存到NAME变量里,程序会自动移除后面的那些0
+ [; B) S8 }8 K  E" B& B, n1 @. _4 u; |  f7 [& q: `; W1 A- X$ ^
ok,那么在下一个文件名之前,我们还有0xC字节的数据,这些是三个long型数据
8 K8 ~4 G8 E" Y% T5 V我们暂时这么写,之后再来搞清楚他们到底是什么意思
' }7 Z6 `: q) ~, u& H$ K3 S6 l9 lget UNK2 long
, j; ]/ E4 |/ f3 o. c, h) p' n7 dget UNK3 long
! w9 X- C# H. x9 K- \0 [get UNK4 long
! z1 q* g. ?* v5 z% X9 k/ Q; ^' Y$ R; |  Q* O1 c: f
那么我们现在又看到了文件名1 G" |$ n1 h0 o- f  R: Y3 R
现在,我们找到了规律,所以按我们之前学到了来写脚本:
$ c4 S4 E' P* S& T  |" p# h; c/ Q& L2 d- G0 [- v& p% q# o' X
代码:
; Z* V; o" r1 h1 W; t7 B5 eidstring " PSH"
: P. M; C1 U) F) iget UNK1 long9 H; i0 I2 R9 f6 L- H* }3 L
get FILES long& I6 Y! R" i4 G& z' {. S
get NULL1 long# N# A7 `+ s4 i1 Z5 F9 S3 U
for i = 0 < FILES0 r: W; Q5 i5 f* X4 Y
getdstring NAME 0x80
$ Z% L3 a2 X# ?4 Y* C8 jget UNK2 long9 D; |0 j5 D0 u9 y
get UNK3 long & y1 h- G' Y) T  Q3 D
get UNK4 long( l+ D1 \& u1 A# i! M
clog NAME OFFSET ZSIZE SIZE, K  h' A% X9 R4 }0 E7 }
next i/ H) w) P" ^9 j# b

" O: f/ u# M6 U* N( h1 Qok,这看起来可能有一点复杂,不过应该跟第一篇教程差不多,除了我们多加了一个变量ZSIZE,它表示压缩过的文件大小,而SIZE代表没压缩过的文件大小5 N4 k4 x2 \9 l, s
我们同样将log命令改为clog,表示这是一个压缩过的文件。
9 X$ L7 Z' M0 n' c4 |" d. K' u& P
7 e; e" N  [4 O% ?现在,我们有了循环,指令来解包,不过先得给这三个变量赋值
6 F  A* L  q" k3 rOFFSET ZSIZE SIZE5 q& L* r3 b5 q; r! d$ L9 T
$ w8 i% X9 c+ u" B7 p4 V6 N3 V  K
这意味着我们那三个未知变量很有可能代表的就是他们,那么我们怎么知道顺序呢?
! N( \% u  }: Y5 R) p; j% S
! F. I8 i9 T" G1 P1 N好,现在让我们来到这个循环的末尾,定位到最后一个文件的文件名,选择0x8C个字节。
3 H# {  U! `. m然后之后2个字节是78 9C,这是一个解包器的最好朋友,尤其当你在一个文件的开头看到它时。
9 j) a- n+ d% g) u5 u) R9 _3 J78 9C 是标准zlib压缩格式的头部标识3 G" c* I0 N5 O

: H0 X( U, f8 c2 o5 g所以,这意味着我们的第一个文件从偏移0x240开始
  v. _. W$ M) B# }
' P0 u, k6 I+ \; O4 j% w* @; R之后,我们回到列表里的第一个文件,看看这些未知变量。6 J: ]  n. K1 Z3 V
24 72 00 00 代表0x7224
4 w; }  q" P  j/ S80 00 02 00 代表0x20080
, ^; o  R5 U( Y' l40 02 00 00 代表0x240- F' S" b8 J* E, ?; N8 a1 |7 y
: H4 I4 r0 @- N% F& c& c( u
我想我们至少知道第三个变量0x240代表着偏移量
8 s- o. x( c+ `9 {/ t那么,更新一下脚本:$ R! l6 t  I7 S5 F0 Z! H
, b3 F) g7 T2 P! [0 \; A. k3 b" t+ I
代码:
7 z8 B( j( F1 R/ c, `/ z" jidstring " PSH"
6 i2 _) B  o- i6 Uget UNK1 long6 ~& d$ j+ c1 O& q+ N: `7 \
get FILES long
" D2 f8 O$ e" `% Y' R+ |get NULL1 long
, [0 a2 c8 l1 s/ Pfor i = 0 < FILES  V0 Y+ u0 p2 a% Y5 M
getdstring NAME 0x801 U  i6 s# {4 b4 R+ C0 w; i. n
get UNK2 long& F* J) y- P% @5 n8 U7 J& K& ]/ t% V
get UNK3 long
% ?9 h8 I! M9 W3 B4 R6 r4 k: A0 Kget OFFSET long
/ G& `) S. X$ N  d4 Aclog NAME OFFSET ZSIZE SIZE
- `0 c6 N3 d9 `next i
& x7 D& O) @5 I& Z. ]% w4 F- B6 Z# Q  l& c) @
好了,现在还剩下ZSIZE和SIZE& B3 I/ X9 f6 m5 x8 J& `
显然,压缩后的文件大小要比原来的要小,那么比较一下这两个变量
9 n7 t9 W1 i. P0 L% ~一个是0x7224,一个是0x20080) C  N/ ~# p# Y0 C* Y
显然,后者要大,于是我们这么改写脚本:+ i! b- C5 E' F& }$ E: Q* V5 F5 v

' A3 T$ g0 L1 y  w2 f代码:
8 M+ C) n, _0 R5 hidstring " PSH"
5 v. Q) B. S) X3 E7 bget UNK1 long  ^: X  K  [0 o& |7 K& H
get FILES long% g  T% ]7 t& a
get NULL1 long
  ^+ Z: [8 \  R" Kfor i = 0 < FILES
, ]; q/ Q0 h# I  n+ _getdstring NAME 0x80
- z$ w0 Q& B) s" c, ^, _2 oget ZSIZE long
' E( X$ A1 y+ G$ \+ Q5 g# K- w! Dget SIZE long
4 J$ ]- D& M( kget OFFSET long0 i6 |3 X$ S6 o5 S, d' l
clog NAME OFFSET ZSIZE SIZE 5 p0 V  n8 z+ \% {" }
next i
" J7 Y7 e1 C2 g9 M! v
+ F0 ]) n$ o# O好了,现在试试我们的代码吧。
8 d; r# g( G1 Z4 b" B! p/ Y打开命令提示符,进入到c:\\temp目录% F( a0 E" A3 t: A& ]

7 X; p5 R6 q0 T5 n7 s3 l输入 quickbms.exe -l astro.bms BoneObject.hsp- r' w: f& C0 n4 z
他会列出我们的文件,没有提示任何错误7 q3 Y, W. M. ]7 v
好了,现在我们建立一个目录 extract
3 c0 Z+ f' P; b2 f& Y  n1 p- v输入quickbms.exe astro.bms BoneObject.hsp extract
, @) d" Q# u' t, Y% a& [
/ C% P8 ^* R" x, I. z, e+ c/ \好了,现在我们在目录里有了4张图片,我们完成了。
作者: 笨蛋狐狸    时间: 2011-4-28 09:42
提示: 作者被禁止或删除 内容自动屏蔽
作者: aliangcn    时间: 2011-5-29 19:15
要是大大能把QuickBMS的帮助翻译一下就好了[s:89]




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