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] y4 B6 u2 ^6 n# F2 m6 A9 h. Y ; 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). 0 J$ g* J5 x9 f9 |3 w9 _# B0 {: e0 q" D, g1 T
- |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: , _# T, G5 v1 a) J( ]; C; i0 \1 s' c0 d' l, B, ~
3.tga.jpg [ 464.92 KB | Viewed 251 times ] 7 S, l( \* B) g; d ; K: d# o# H7 H: V , 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: & M: H4 F, c" j ) O4 a5 B8 V1 [* y& w$ Z' g0 D# `2 p' R; b. Y- i
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 ] 6 T8 D T6 m0 ~. m+ a 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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■■■■■■■■■ " 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