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标题: Zork Nemesis/Zork Grand Inquisitor Image (TGA) Format 转换工具 [打印本页]

作者: shane007    时间: 2009-8-28 22:51
标题: Zork Nemesis/Zork Grand Inquisitor Image (TGA) Format 转换工具
原文: b: M) a' z1 I4 g0 g  ^
http://forum.xentax.com/viewtopi ... &p=29933#p299332 k9 ]" W% s2 v6 L% @! p
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在老外的论坛上发现的这个小工具,以后也许会派上用处。3 |9 I. W4 `% h6 e* s) p
[attach]14097[/attach]
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; r2 s9 y4 j7 R, [% t6 ~' {, NI had to get some time, but here's the low down. 8 _  Q* O6 N9 x, {
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I took a look at the assembly code and found the decompress routine. I then realized that it was standard LZSS compression. 5 k) Y* }" r; k& o. p; `
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The executable uncompresses the bitmap data and fills in a BITMAPHEADER to show the actual .BMP file (not TGA). So basically, the .TGA files are Art files, with the magic word TGZ (Texture Graphics Zipped or something).
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- |5 V$ C  Q3 V- }* X; [3 bCode:
0 R. t. |  n/ ~, P* ?! ]4 AByte[4] "TGZ\0"+ W5 p1 e( R- W( P1 c& @9 n/ A
uint32 Original size of bitmap data
0 G) G  s! A) M! y: ^) o9 xuint32 Width of image9 Q+ [$ i8 E4 n' A, _* |# Y
uint32 Heigth of image
" s' k. F* V/ T# Y# zByte[n] Bitmap data (LZSS compressed)" J( @* T8 }( x& N# z' C9 u
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If I take the bitmap data and show it this is what you get for the first screen of the game (near the Temple):) }2 n$ t5 p4 H- U8 `5 z# L

$ _) Q4 ^7 V% i8 t$ M+ UAttachment:
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3.tga.jpg [ 464.92 KB | Viewed 251 times ]
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, D7 i" `) ~; TMissing colours, but it show how the executable rotates the image when needed to give the 360 degrees impression in the game. Okay, so I took another look at the executable and noticed that it filled in a .BMP header with standard values for each image, and filling up the colour table in the .BMP with 0 (the bitmap values are also the RGB values! 16 bitcounts!)7 R1 |+ e, b/ ^4 L' p

1 \* B1 M- I8 S& kSo, I recreated the header and inserted that before my uncompressed bitmap data:
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Attachment:- v% K( b. w/ z5 D$ y" F/ d" A
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3.tga_final.jpg [ 604.76 KB | Viewed 248 times ]
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  m: j+ U7 p5 I8 zBINGO! / }8 \# o1 X# U4 ~

  H  J) |/ j1 `& T8 I, f. ~% TNow for coolness, let's rotate it and make it smaller to fit here:
作者: 颂妖精    时间: 2009-8-29 09:18
没感觉出有什么功能" C- j; J& R' o( j7 ]
似乎就是个看图工具……
作者: a2937230    时间: 2009-8-29 11:23
提示: 作者被禁止或删除 内容自动屏蔽
作者: shane007    时间: 2009-8-29 11:46
谢谢a2937230 找来的资料。( W6 d' g% U  R/ @$ [* N1 g) h

8 \3 v# |9 d% N3 J9 u不过基本上说用处不大。1 N, L. {& H7 R
这篇文章说的是在一个简体汉化补丁的基础上修改为繁体汉化补丁。
( w( y0 Y4 E; D4 w* X5 }( l' \. m就是图片字库的修改而已,没有涉及到技术的部分。
1 ]% j  ]- O5 C/ B) W  Q那个原来的繁体汉化补丁里面的东西才是关键。
作者: 颂妖精    时间: 2009-8-29 12:01
偶是用打格子的方法来定位的- D* b0 i* v' G
先按TGA大小和字数2 H  E$ m3 D4 g3 _
计算一下单个文字区的大小* c: Y# E) V5 w3 `  `* h
然后再设定文字的实际大小0 I9 c3 [2 O9 |* c/ c
比如:
; @2 L8 o; V( S9 [文字区是9×9而文字是7×7
5 E& E8 k) |$ b7 H+ |; E/ k就用PS新建个9×9的图6 x7 o  M; d5 v  W
用铅笔点成:6 e, |7 U( A/ F8 E/ Y- m9 _2 y  f2 |
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( [8 u% ?: k5 v- ?7 ?% ~1 M■       ■! P: h$ w6 K) ]* [% k1 m
■       ■. M+ ^6 h! r4 I( j8 s
■       ■
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■       ■
" |$ |3 a: s9 V■       ■
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" A; f1 Y. J0 n# T的样子& U2 w% |4 E7 i# n- U; n( y/ [/ e
编辑→保存图案
5 d0 I) \$ g7 L" N: h3 H7 X( ~  e+ \  ?然后在TGA里新建一个层
% I* g: B( n  I+ d* P编辑→填充→选择刚才保存的图案+ Q; o6 c3 R1 ^5 C2 v. N8 W
就可以比较标准地定位了
作者: shane007    时间: 2009-8-29 12:05
楼上算是个好方法。
作者: shane007    时间: 2020-11-10 00:19
顶上来




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