设为首页收藏本站官方微博

【汉化资料】通用解包器制作工具QuickBMS图文教程2

[复制链接]
查看: 11283|回复: 4
打印 上一主题 下一主题

【汉化资料】通用解包器制作工具QuickBMS图文教程2

跳转到指定楼层
楼主
发表于 2009-6-11 20:21 | 只看该作者 回帖奖励 |倒序浏览 |阅读模式

【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
2 t- V. b& P/ R* ~. z; ?; \1. to c:\temp
9 ?& y$ ?0 `) ^3 a4 F2. create a new text document called astro.bms
. R6 O2 ~6 W7 }$ Q8 y. |3. and place the newest version of quickbms in the folder also.
! s1 ?! b6 a3 U$ S$ l4 L
) Y2 O' i& }8 j$ a) HOk so open up BoneObject.hsp in your hex editor and lets take a look at it.
5 l& c5 W6 T$ ~4 N8 E    h3 I! l  W, U
good we have some plain text.$ i6 k! ]! l  o. f9 O# e
you will notice I highlighted the first 4 bytes 20 50 53 48 or " PSH" that is a space followed bye P S H.
' y1 u5 ?% b& F2 V( R) h& M& [hmm that seems familiar that is the file extension only backwards. this is know as the idstring
6 _( Y; m6 h. J$ Z4 kso up until now you would think to write in bms) v% n( L! V) Y4 p0 F8 O( t# ~
get IDSTRING long1 E1 ~# Z: C* F$ q+ \) j
there is nothing wrong with that but there is a better command6 I/ Y- L6 Z# g# K% `- I4 P
idstring " PSH"
& @" l; m2 y% g2 G" y2 ~make sure you include the quotes.
, o  V7 Q6 f$ s! A0 m7 Pso open your bms string and on the first line type
6 K( b2 h( h+ q# Oidstring " PSH"
& e) b  t: \5 n) Jthe 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.% Z# J8 u  w3 `
"aka noob proofing it"$ D$ J# d" ^4 R; s5 I  M4 V
: X: Z0 C5 w* L
Ok so now lets look at what we can read I see : T& j: G: I% w5 V3 N' ]" I) Y: y
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
. j& @$ X& g: T9 s! g8 u3 sso I will assume there are 4 files in this archive.
# W# D' X( Z5 c( Ywell 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 represents5 }. M% W+ N1 @
so lets write that in bms language
, q8 U" k3 j/ y$ {1 @9 ^get UNK1 long
2 S3 P9 v% n1 a' [  q& z( [this saves those 4 bytes as the variable UNK1.
8 u9 s9 U. y8 ?7 w& p+ g/ j/ ?% q- j# _7 L5 L' l( j3 l. i! y/ f. {
ok the next 4 bytes are 04 00 00 00 hmm this translates into 00 00 00 04 or 4
  o: {* X2 \4 E" `& A9 Z) ]hey that is the number of files we counted so lets write that in bms
# h) u. v% J7 ]get FILES long
, W. S5 B' g3 E" U0 a$ I( Tthis saves those 4 bytes as the variable FILES.
# J0 ?0 m* @4 t# C
9 s2 j5 {* w6 U7 H' z0 I+ qthe next 4 bytes are 00 00 00 00 well that is equal to zero so for now I will write that in bms
+ l5 A/ t, y" F3 s2 I. iget NULL1 long1 p! {% w  s/ Y4 S
this saves those 4 bytes as the variable NULL1
4 U; n3 s: D6 L, X* g$ d1 }4 m; _; U+ T
ok now we have reached the first file name Datas\Texture\BoneObject\npc_nagoya_octopus01_body.dds8 H% q9 k, N& _: P
this 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?
6 d' W% |* F6 u- dwell lets look for a pattern( C# E: k: E0 O
Datas\Texture\BoneObject\npc_nagoya_octopus01_body.dds is 0x36& c# ~/ Z9 R# _* V9 M
Datas\Texture\BoneObject\Toon.bmp is 0x21
  T/ K) O) G! I; T. s2 j. pDatas\Texture\BoneObject\Toon_a.bmp is 0x23
9 F4 U+ O, T, G- jDatas\Texture\BoneObject\Toon_zero.bmp is 0x265 b+ n- O( |1 b
hmm I don't see anything that makes that a pattern.1 S8 D9 L5 z9 v4 [/ V* Y
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?
1 s; G* T; o; \/ H# E3 b7 ADatas\Texture\BoneObject\npc_nagoya_octopus01_body.dds + 0's is 0x80
) _( |9 w/ r) b  y6 ADatas\Texture\BoneObject\Toon.bmp + 0's is 0x80( X& {: C$ \6 e3 a
Datas\Texture\BoneObject\Toon_a.bmp + 0's is 0x80
3 p, Y8 {9 L5 x' u( ~Datas\Texture\BoneObject\Toon_zero.bmp + 0's is 0x80. u! v8 {3 M% D- ^1 v. m. E6 k* D
hey they are all the same size when I include the 0's
8 Q: V  `3 o$ I9 ?% {1 bso in bms I would write this as
$ @. l9 d) J7 H4 c" O. ugetdstring NAME 0x800 X/ I/ i; Y; y
this tells it to grab 0x80 bytes and store the text value of it$ |5 i1 {& |4 t5 l8 R2 i3 G
and as an added feature it will automatically remove trailing 0's
3 ^5 ]1 c) C+ h9 V
8 b7 v% ~9 U8 z4 @ok so now we have 0xC bytes before I see the next file name
9 p# F- ]: p% k- x+ \which is 3 long values1 B8 v3 v- K/ j6 h0 b8 m
so lets write those in and we will figure out what they represent later.* R9 U: ^7 U- u* `; w
get UNK2 long1 W6 L7 @4 ]* l
get UNK3 long* z" R' a* d6 E
get UNK4 long
7 X/ [6 I' {1 e) ~0 L9 ?& e& h* Y; e5 B+ r/ E5 R
ok so now we see the name again
7 ~5 u9 u. w9 G0 }; z& Mwe have our pattern so lets write our script based on what we learned7 \. J# O- W) X  x& `+ i- Z' k7 u
so it would look like this up until now( y7 s0 Z" s1 `- s. }
) S- _" r$ X# j# @6 u
Code:6 q: H. [3 z! n1 `
idstring " PSH"( {, |, }1 n. _" ?
get UNK1 long
2 Z/ n9 P+ }  a4 Oget FILES long' H( J! O. h5 M: H
get NULL1 long. x5 K9 @/ l. E1 `* {
for i = 0 < FILES: @" ]9 I: @; Q( |
getdstring NAME 0x80
) n* L( O. @' {: {get UNK2 long
' o! @; S3 h: j2 i& _: xget UNK3 long. l- W8 e5 z6 [6 ~* L' D
get UNK4 long
0 n  z( \- D1 o2 H5 n8 Iclog NAME OFFSET ZSIZE SIZE0 c0 ~3 E- y( n' x1 a
next i
" }. `( Z( u2 _8 B! O- }( g, x; n% ~# W. S8 `

/ i3 x$ o9 C$ r4 z; h) r; z, yok this may look complex but it is almost identical to the first tutorial file except we added 1 more variable
* A6 v0 }( G0 d0 q0 P) Z. UZSIZE this represents the compressed file size while SIZE represents the decompressed file size% u# D. s  ?3 W$ O
and we also changed the log command to clog to represent it is a compressed file.
9 D2 F, v+ p5 J- ~1 S. W) v: n
' K  H# S/ l# `. R! x# v9 `ok so now we have our loop and the commands to extract our files but we still need to fill in the variables1 t1 M/ z2 l  c( d
OFFSET ZSIZE SIZE
5 I$ ?- m& W2 d. q/ \( tso that means our 3 unknown values must represent that but how do we know what order they are in?' H6 c/ T3 |+ C) T
, @* B, J: @2 b$ i; d4 o
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
: J  c" a' F) e! a% U5 H. f. Pthen add our 3 unknown variables so that means we are highlighting 0x8C for our length. the first file is from 0x10 - 0x9B+ d- g# N% M7 S) s  H/ p, m
so now do this for the rest of the files and you end up at highlighting 0x1B4 - 0x23F* H5 S; x+ O1 u) K- u
  
, P; N. Z- v6 n) a8 qok so we reached the end of our loop now what?
3 o  D: [8 L1 g0 F  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 x# r0 U6 t0 J$ i6 B2 K78 9C represents the standard zlib compression header
) Z3 y: t( Z# D4 yok so this means our first file starts there which is at offset 0x240
, w) c- U) g0 T( S' `2 w, a, Y7 V* u( M
well lets go back to our first file in the list and look at those unknown variables.( i& k1 v+ n& r0 n9 G
24 72 00 00 is = 00 00 72 24 = 0x7224$ h* Z0 G) P4 q% o, O+ l
80 00 02 00 is = 00 02 00 80 = 0x20080
( [$ {# K* `3 X  {9 t/ G9 T40 02 00 00 is = 00 00 02 40 = 0x240+ J* D3 u- D+ P
I think we have a winner so the third variable is 0x240 aka the offset$ o: f1 d' a* n, K* X" [% P
so lets update our script. H' R* ]4 J; s% p* p4 T
( a2 V1 [2 f* m8 b8 t' |  o
# v; X0 K+ ^- z/ R2 r! _
Code:! K  h' @, S% E! b5 Q1 q" d  r
idstring " PSH"+ p' i5 X% q2 R9 f( b
get UNK1 long9 Z2 k7 y$ A  b" Q
get FILES long
% Q" x" Q9 @/ T/ S& pget NULL1 long4 h" l/ h  i" p$ n
for i = 0 < FILES
8 o. ?- M' o, }& \2 k9 e8 Ggetdstring NAME 0x80. T/ M! ]) Z( j! S3 b% q' e
get UNK2 long2 s3 x7 U! c$ W* B: A
get UNK3 long
5 z( `, Q% W2 T$ Pget OFFSET long
* P7 P. s: p! Yclog NAME OFFSET ZSIZE SIZE
9 p* u- A+ c: Y3 n' e8 unext i
, Z4 W8 z4 \8 L. R' `) X0 u) s/ Y, b: T) Y& e% J5 h* D$ h
- f6 n6 H3 E2 F+ V, h' z9 g5 ?
now that just leaves ZSIZE and SIZE
. f# s* g7 @' K4 ?8 S4 ?$ \) Swell bye process of elimination the decompressed file must be bigger than the compressed file so we compare the 2 variables
' P% G$ w) g4 H1 z/ ?9 w9 L24 72 00 00 is = 00 00 72 24 = 0x7224
9 h+ I& N9 F5 o, x80 00 02 00 is = 00 02 00 80 = 0x200803 S: ]* h, n5 f1 m5 }+ k8 o
well 0x20080 is definitely bigger so we now know the last 2 variables
# ~% D, _8 \% R3 T# E
+ G. k9 V% Q, T4 O
" f  x8 x6 x- G2 E2 r& U) NCode:
1 |' M0 s% k# H. Y' c! Bidstring " PSH"
$ |2 O+ D1 }. z0 m9 Y  uget UNK1 long
) `' u6 N2 x! k3 X; K) A* \( wget FILES long
2 [0 @5 b9 k& Q# [get NULL1 long
, \7 W7 V) M$ V+ z& X+ Xfor i = 0 < FILES1 u1 l, u2 L- `
getdstring NAME 0x80
0 A) ]% A6 V8 d8 r  yget ZSIZE long
( V# [+ o' J* u1 c, o5 y# U& wget SIZE long' j+ z+ ]0 T+ N# Z' F
get OFFSET long6 M* `5 p9 d; q& A; K
clog NAME OFFSET ZSIZE SIZE! I* L1 f* y1 @) N! I4 Z
next i/ l0 J0 i; ^; e; {! W9 w

6 G+ Y9 j( `4 s; t; r9 G% H0 x' P8 r  h1 V) u. \* ^) R
now try our code out on the file
/ ~6 H4 X4 g. x. G7 @! `4 Xopen the command prompt and change to the directory/ f# ?' @& \+ r1 G
c:\temp
' O' Y& t" q" _now type" E+ a4 y( f" q9 M+ o9 h4 g2 B
quickbms.exe -l astro.bms BoneObject.hsp .% R$ w% Y7 K+ ~. K6 `' B
yay it listed our files without any errors now lets try extracting them
( p- c# G2 E9 m( E/ {: Z* s2 ocreate a folder called extract  _/ }6 t  u! Q
and type
) m: S0 C7 N  S/ p. u' o  \1 xquickbms.exe astro.bms BoneObject.hsp extract
/ _* x. X  _4 R- d4 e9 ^9 z8 Rif we look in there we now have folders and in those folders are 4 pictures
9 b. S$ c) p+ Uwe did it.# N0 P8 b, F# }! V: K  p, u$ x7 e

2 w4 E" e. C/ J# o, M* b6 KLet me know if you want more pictures or any way I can improve the tutorials.
) r( G" ~4 @3 C; T. X
& |. [: {( _! `) U; |  f$ @  t. ~7 J- J, F0 f* p) c  I
Last edited by chrrox on Tue Jun 09, 2009 2:33 pm, edited 1 time in total.

本帖子中包含更多资源

您需要 登录 才可以下载或查看,没有帐号?立即注册

x
分享到:  QQ好友和群QQ好友和群 QQ空间QQ空间 腾讯微博腾讯微博 腾讯朋友腾讯朋友
收藏收藏1 分享分享 很美好很美好 很差劲很差劲1
回复

使用道具 举报

推荐
发表于 2011-5-29 19:15 | 只看该作者
要是大大能把QuickBMS的帮助翻译一下就好了[s:89]
回复 支持 0 反对 1

使用道具 举报

沙发
发表于 2009-9-9 21:53 | 只看该作者
cool turotials ,thx!
回复 支持 反对

使用道具 举报

板凳
发表于 2009-10-7 21:48 | 只看该作者
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
! q3 `* f0 [/ r. W5 u2 D——————————————————————————————
3 g9 [) m  S7 l建立一个目录C:\\temp来放我们解包出的文件
( z9 l1 d5 {! f' t/ {" |* \) D
( [% a. J- X( H5 X6 D1,进入C:\\temp文件夹" |' h+ x7 E$ U+ {) l9 r. H9 l
2,建立一个新文件 astro.bms(QuickBMS解包脚本)" O# A- q5 w* O" Z+ i
3,把最新版的quickbms也放到这个文件夹8 [) ]! X& F& B4 V+ M- c' S

  s. a+ `8 D( Z* @现在,用你的十六进制编辑器打开BoneObject.hsp,来好好观察一下
& Z. ?0 W, D# I1 L' D(图)# Y2 m! ]/ Q+ R2 v; h: v

) d6 v1 K4 C7 W) A1 s6 z很好,我们看到了一些清楚的文字
7 e0 o+ T1 W8 `: F1 b) @3 d/ P/ g8 o9 P6 u
你会注意到最开始4个字节20 50 53 48,是空格跟上PSH
! T* y7 R* [2 e+ U" O8 @  i看起来就是文件后缀名的反向排列
7 |$ o* f; W4 H
$ ^! |- x1 q; I& n8 ?. _+ q5 o这被称为idstring(标识字串)* _! X5 J* b! d0 @: c6 o
所以,现在在脚本里写上一句
; U3 M' l7 A% f1 r
! |( Z8 o) T8 zget IDSTRING long       (将四个字节(long)存为IDSTRING)
1 H3 M; d+ [* Y" b& I0 C% w8 S  S5 i% P; ~. s
这没什么错误,不过我们有一条更好的指令
8 k( k$ ^7 O9 @; U* e) E& e! b6 h8 y, `+ M! T' i1 T* [4 H
idstring " PSH"        
7 Q3 W# G) W3 b  |5 \/ y
6 u( F( \$ \9 H. t2 s9 {# h; J! {确保你没漏掉引号。
9 y9 E' W7 ^! S
' V! G0 \/ ]. u  }0 l% K' q! O" Z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。5 p* [  N+ Z" p- V

) k3 X) c& N, C$ P1 q7 u) X* O之后继续观察文件,我们可以看到: X, P8 m9 C- f  \0 F; C" {
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
# U/ E, w$ i3 G- u; O4 [& z所以我假设有4个文件在这个包里。
. A  I" l% t$ x9 {6 c5 E4 ~* g1 R' V6 \. V5 f9 A1 z2 a
ok,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& W0 J7 w( e3 c) [6 m

4 X, C' Z( }5 C& Y* t8 e6 R那么我们在脚本里写这么一句
/ R! ?4 O1 u0 K( G) C1 g, o" ~
+ j. ]" l, n6 _3 @7 Qget UNK1 long! x5 S5 ?& l1 O  }0 y6 @
这句指令把4个字节存为变量UNK19 G4 g( ~$ C' N5 n; U+ f2 G

/ U) k7 N% L: J- B# aok,之后四个字节是04 00 00 00,就是00 00 00 04或者4; B! M2 e! D8 _) Z  X5 c
这就是包里的文件数量,所以我们在脚本里写这么一句:7 ^' y! q& }. D, M& k0 w

; l: X  w8 d, H$ ~! o) o3 t# I2 Oget FILES long
) a4 n2 V+ J+ g' C. R, ]6 ]这一句把4个字节存为变量FILES
* R7 P7 S2 J. I6 {  e, a! [: F4 ^8 B4 ?. Y/ l2 @- G
之后四个字节是00 00 00 00,嗯,那就代表0% ?; V$ X1 S; r- h7 i/ y  x9 w
于是我们这么写( K" b5 S0 c3 T$ Z/ A2 f

( R8 M, S3 i! Dget NULL1 long6 U6 [, f3 N6 T+ \. ]5 c
把这四个字节存为变量 NULL12 g' C4 l) B5 i7 k* j. A: _$ O7 @

) {: K' U1 G' V$ |, Q7 m( [, p好了,现在我们到达了第一个文件的文件名部分
4 q+ E( H$ H6 ?) y' O) nDatas\\Texture\\BoneObject\\npc_nagoya_octopus01_body.dds
: i" [8 Q; p7 ^9 ]6 q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?
- h5 {- Z* {7 P" O: x
  j4 v8 @# o! W  V. \* Pwell,我们来找找规律
# z* q* y4 s$ CDatas\\Texture\\BoneObject\\npc_nagoya_octopus01_body.dds is 0x36
/ z. f) X; b; d# `7 L7 f! _  I0 @: ~Datas\\Texture\\BoneObject\\Toon.bmp is 0x21
% w4 t- F8 T3 qDatas\\Texture\\BoneObject\\Toon_a.bmp is 0x23; a: g" Q+ U7 F" V1 M/ x/ c
Datas\\Texture\\BoneObject\\Toon_zero.bmp is 0x263 w+ q/ P. m( A$ ~
: C% v6 s) w4 J& A7 o1 i" ]$ x
看起来没什么规律,呵呵
5 ]4 [6 @$ Q8 f* M3 n% g7 o/ D( ?+ S5 g# `, a
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?
( x* A5 Z% C3 K$ _# g: g
0 {( c' d1 ~- V2 F5 hDatas\\Texture\\BoneObject\\npc_nagoya_octopus01_body.dds + 0's is 0x80   
, ]9 ~4 h! \7 v2 j" G4 M: SDatas\\Texture\\BoneObject\\Toon.bmp + 0's is 0x80
2 g% _8 S7 ]9 dDatas\\Texture\\BoneObject\\Toon_a.bmp + 0's is 0x80" M. ]* W2 x: |3 S8 [; c3 S
Datas\\Texture\\BoneObject\\Toon_zero.bmp + 0's is 0x80
, n# [& g7 G8 F( Y8 M3 d6 c+ \0 h/ d- Z) p# j
嘿,看到了吧,他们的长度都是0x80) k1 M0 @9 G+ ~
所以,我们在脚本里这么写
" F$ g/ H) n+ sgetdstring NAME 0x80
- d6 @& u  G' }" @# D& ^& ^2 S
7 y$ W& [# G  F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
# e4 v7 I% f2 Y/ R: _6 o) a0 U% D+ V2 e; W& a4 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
6 r  W6 _) ?7 {: E1 G" y我们暂时这么写,之后再来搞清楚他们到底是什么意思# H% l7 G; N% x6 A0 s6 o" T" o
get UNK2 long
& _) g6 G: f. ^* q2 O( x$ F% \3 c( M9 oget UNK3 long' z% j: u7 y' G6 `6 o- T* e! E
get UNK4 long
0 {* o; i3 T4 ^9 X- h  D* x7 x; R8 }1 `! u* x9 X! U% X
那么我们现在又看到了文件名
. X" L8 y5 O' \2 ?0 B4 S现在,我们找到了规律,所以按我们之前学到了来写脚本:- A" @: d! N% l6 A9 ^

2 Y, S, W3 C0 S代码:, s; j& _% j5 k) U& g0 E
idstring " PSH"& i: [: M2 r0 D% v# ^7 q* S, W/ x
get UNK1 long/ K1 i9 L. X0 S  l$ W  S
get FILES long
' Y1 y# F6 {& \get NULL1 long( n+ N" B! P/ ]6 d1 u9 B
for i = 0 < FILES* t  i% V- p2 V- e0 Z6 z% a) Y
getdstring NAME 0x805 V8 O: M% d3 i: V) W+ E
get UNK2 long; ~: @" x& a1 V, w% {7 k
get UNK3 long
& g9 W% U( Q% p7 Rget UNK4 long
2 ]4 f. U' N, j% ^/ I9 {clog NAME OFFSET ZSIZE SIZE
- w  Z7 ~* N( i7 C, d1 X" Fnext i
4 `2 @  Y! W2 l2 |6 t$ B+ x' c# D
1 P4 r0 y2 P4 L4 a  L6 Jok,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
- j; w5 E4 a# I* X6 n# u我们同样将log命令改为clog,表示这是一个压缩过的文件。
0 L& m. Z8 B- |& ^; M% f- W- D) }: N
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
& r0 ^+ V+ m9 COFFSET ZSIZE SIZE' B! ?' k$ E( O" r

7 d1 S; [+ X8 C: R- ]. K8 O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?
: V! M+ v8 h  k/ ~2 z
1 o! E1 ~8 @  j$ t$ O) S) t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 A' \; r  g! n4 `, T( t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。' Y3 v% L8 P/ ]  e) s
78 9C 是标准zlib压缩格式的头部标识- ]& [- x8 @$ Z/ Y
; o6 W  i6 \3 d0 l' x0 B
所以,这意味着我们的第一个文件从偏移0x240开始
$ W( v" M8 N0 i: ^- v, Q
4 J: W7 V8 {/ Y! c- g; ~# \1 `之后,我们回到列表里的第一个文件,看看这些未知变量。/ ~, f4 h1 q4 J! m" z
24 72 00 00 代表0x7224+ {3 |; H* y5 g/ m. n: K
80 00 02 00 代表0x20080
  n* q; ^; M0 d' E. F40 02 00 00 代表0x240
. b' i- r* @6 m9 s" q- s/ p
8 E# Z0 {+ G# I4 p: `& w- Q我想我们至少知道第三个变量0x240代表着偏移量2 m1 n; l6 k) B! a2 Q- o
那么,更新一下脚本:% e% e  u; l& A* V1 F* P
' u. X7 Y5 [. J& v
代码: % y/ m) A: y: S4 [1 ]9 `+ d
idstring " PSH"  d) k! n3 P* a: A$ m# K: _
get UNK1 long* X. s( h/ s# T0 p* d, M7 V
get FILES long! b5 I; j8 g: w: _) \/ K& h
get NULL1 long+ ]1 e/ |% B0 ^& o0 h; W9 p* A
for i = 0 < FILES, r# {* k9 n) M, Y
getdstring NAME 0x80/ k4 y/ Z5 ?7 a6 }+ U
get UNK2 long  l, b  `! x0 J1 Z
get UNK3 long
! a( `+ q3 F/ _get OFFSET long
0 t) ~/ [1 R$ u& }clog NAME OFFSET ZSIZE SIZE $ Y' s) i( u, }/ h7 ^& _
next i- J8 E- k9 [+ S3 w% E, N

2 X# r) Q. i6 Q8 {; b0 V( M  z- A2 j3 d好了,现在还剩下ZSIZE和SIZE
- h; U8 C% D8 R9 l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
) R; c( s6 g( h  r* k3 T一个是0x7224,一个是0x20080
8 X7 x& t0 Q: L$ \0 q显然,后者要大,于是我们这么改写脚本:
5 O% l, z4 o- S+ H3 K. N" m0 y) Q6 v( i( O2 X2 H
代码:
* [/ P$ D. U% U1 D* eidstring " PSH"
8 @3 N+ w& R- s6 Mget UNK1 long
. s5 ~' q" W% B& f5 Eget FILES long
/ h% s4 `0 T4 K- `get NULL1 long
; h/ L; @; q" Q! L. k7 gfor i = 0 < FILES5 \! ]9 q+ ]1 W) Z/ g
getdstring NAME 0x80
; b- C+ P0 J: _; X- {: Jget ZSIZE long( B* b! q, Z/ M
get SIZE long
( m9 U4 j7 ^; v" T$ J: h$ Rget OFFSET long
/ ^. O$ u! ?% O& a/ E) dclog NAME OFFSET ZSIZE SIZE ) Y- H4 g2 l6 t4 C" m
next i
; V; p# q1 k2 ?* G) T8 _; L. j5 D" P6 K7 x
好了,现在试试我们的代码吧。6 o+ z* P( v9 D9 m% \# d
打开命令提示符,进入到c:\\temp目录+ D9 t+ c7 \! o, M3 I1 V+ c, J/ F- y

1 f# g0 s8 E( T( I输入 quickbms.exe -l astro.bms BoneObject.hsp
. b& }) p9 A$ N他会列出我们的文件,没有提示任何错误  W( n( B7 a) J' S: I  {6 [- S
好了,现在我们建立一个目录 extract' E' W4 P& ?7 E5 H( ]8 S( C/ r$ [
输入quickbms.exe astro.bms BoneObject.hsp extract' l. X( Q3 O- q
/ n9 D# R; }6 r9 ^
好了,现在我们在目录里有了4张图片,我们完成了。
回复 支持 反对

使用道具 举报

笨蛋狐狸 该用户已被删除
地板
发表于 2011-4-28 09:42 | 只看该作者
感谢各位前辈,留爪备查。
回复 支持 反对

使用道具 举报

您需要登录后才可以回帖 登录 | 立即注册

本版积分规则

冒险解谜游戏中文网 ChinaAVG

官方微博官方微信号小黑屋 微信玩家群  

(C) ChinaAVG 2004 - 2019 All Right Reserved. Powered by Discuz! X3.2
辽ICP备11008827号 | 桂公网安备 45010702000051号

冒险,与你同在。 冒险解谜游戏中文网ChinaAVG诞生于2004年9月9日,是全球华人共同的冒险解谜类游戏家园。我们致力于提供各类冒险游戏资讯供大家学习交流。本站所有资源均不用于商业用途。

快速回复 返回顶部 返回列表