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【汉化资料】通用解包器制作工具QuickBMS图文教程2

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【汉化资料】通用解包器制作工具QuickBMS图文教程2

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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$ C# Y' f+ [/ X
1. to c:\temp
  o& b! E0 _4 H) e2. create a new text document called astro.bms
& u2 ^) o' p: k$ b& F+ R% ]/ \. A3. and place the newest version of quickbms in the folder also.
1 M" x; s3 y$ i. w$ c
$ q7 P* R. T  P, Z) e) }" s6 @Ok so open up BoneObject.hsp in your hex editor and lets take a look at it.0 M) K4 M& g9 F4 b' ?1 i9 K+ v/ U
  + m, V6 L1 p& h
good we have some plain text.; p0 d- i1 v* |. V- a' U5 t5 b
you will notice I highlighted the first 4 bytes 20 50 53 48 or " PSH" that is a space followed bye P S H.
1 s3 c% A3 ^& c; t8 B3 x5 mhmm that seems familiar that is the file extension only backwards. this is know as the idstring' T  ^8 w( \* ?. r4 N
so up until now you would think to write in bms
4 c2 s) J, n! W6 {- cget IDSTRING long# O# v  \; \! N! _4 y& }
there is nothing wrong with that but there is a better command6 d7 I4 ]+ |( ?  B7 ^. C
idstring " PSH": D1 H3 N: K4 F2 Y4 S; k
make sure you include the quotes.
6 p$ g' F: [1 C/ cso open your bms string and on the first line type
6 v9 n7 \( X* C6 |8 xidstring " PSH"* i. Y# P8 `3 b  `/ _5 V
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.
) D  n3 l( v$ L  r"aka noob proofing it"/ {$ X" a7 ^! d, Q  Z( F
( q% P; H6 t% a6 \
Ok so now lets look at what we can read I see
' @3 [  q& ?6 ~9 RDatas\Texture\BoneObject\npc_nagoya_octopus01_body.dds , Datas\Texture\BoneObject\Toon.bmp , Datas\Texture\BoneObject\Toon_a.bmp , Datas\Texture\BoneObject\Toon_zero.bmp
# m! j- w: Y( ]so I will assume there are 4 files in this archive.
8 Y' d3 o8 B4 L0 M( e! `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 represents0 I4 p8 f" U9 ^2 Y
so lets write that in bms language( F1 Q% `1 {+ H. c" z! M: }
get UNK1 long: _) I0 [0 Y- {( A/ N4 o( V0 C
this saves those 4 bytes as the variable UNK1.
4 r& L3 S+ U8 N" i2 ?" }8 b- T! d
ok the next 4 bytes are 04 00 00 00 hmm this translates into 00 00 00 04 or 4) W$ v9 I) @4 g
hey that is the number of files we counted so lets write that in bms  s7 `3 w# k: h5 B7 `- Z7 c+ J$ u
get FILES long
( k$ b* {: j' f2 Othis saves those 4 bytes as the variable FILES.0 x! O; s+ M( H' x  g9 P# G
" ^& F" A0 ?% M1 b; D, P0 s& r
the next 4 bytes are 00 00 00 00 well that is equal to zero so for now I will write that in bms
2 |1 m& @* Z8 `! T- Wget NULL1 long
' q8 S7 s3 v5 b+ D3 _this saves those 4 bytes as the variable NULL1
+ `8 `  E' H2 o2 G2 X6 u+ z0 o" p+ }+ X7 V
ok now we have reached the first file name Datas\Texture\BoneObject\npc_nagoya_octopus01_body.dds
+ z9 [1 u" G$ s' gthis 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?( y; ^- ?. r* F
well lets look for a pattern
9 _& z2 F- k3 ^4 cDatas\Texture\BoneObject\npc_nagoya_octopus01_body.dds is 0x36! e/ m3 N, u: _
Datas\Texture\BoneObject\Toon.bmp is 0x21% f" a+ Y0 u+ f) z
Datas\Texture\BoneObject\Toon_a.bmp is 0x23" g9 Y4 I% {1 D( ~
Datas\Texture\BoneObject\Toon_zero.bmp is 0x26& y8 ^, U) S5 l& k1 x
hmm I don't see anything that makes that a pattern.  V* u! y: b5 B. 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?
. G& B4 V8 i6 x; F* v9 K% rDatas\Texture\BoneObject\npc_nagoya_octopus01_body.dds + 0's is 0x80( I. h' B- W# L
Datas\Texture\BoneObject\Toon.bmp + 0's is 0x80
. v! H- w8 x/ X; ~3 u! K" ~Datas\Texture\BoneObject\Toon_a.bmp + 0's is 0x80
$ w, d; p2 B  i) D! @; ADatas\Texture\BoneObject\Toon_zero.bmp + 0's is 0x80# p. a& g6 F( e  B
hey they are all the same size when I include the 0's! [/ c1 s: w7 o5 E
so in bms I would write this as
* v" J& t  h3 Hgetdstring NAME 0x80
" X* f) R+ t. _& G$ e0 U' z* H. Tthis tells it to grab 0x80 bytes and store the text value of it! n$ g3 X. J+ ~( J( j
and as an added feature it will automatically remove trailing 0's " j. [4 {8 Y+ G; b6 l# y
$ P4 k+ a2 Y2 m
ok so now we have 0xC bytes before I see the next file name4 y) H  ]- A, f7 w
which is 3 long values
/ E- e+ Y( p; S8 q) j) `so lets write those in and we will figure out what they represent later.8 m! v/ M* s* T
get UNK2 long
" X$ M" l7 ~8 Vget UNK3 long9 g. R. r' O  S3 B5 n' v
get UNK4 long
8 T" P( P* c1 G  ?0 ]  s2 x
1 ~% H( o+ y8 }# P" P5 {ok so now we see the name again% I9 @  }) N% ~6 k) g, `
we have our pattern so lets write our script based on what we learned
" s# r" \) ^6 A  i$ T( @& v% }; kso it would look like this up until now( N  h' b& Z, W) K4 {1 l6 `
- u0 c. s0 ^- [& I$ N
Code:3 z; q- [% M& G
idstring " PSH"
; f( d) S$ U$ e, U) K; a1 O" i1 iget UNK1 long
: r: p# r1 `7 F& z2 G$ {$ v% k& Gget FILES long+ F+ i4 J& R9 }7 j7 [  i  k4 t
get NULL1 long
. F% W. d! _6 Ffor i = 0 < FILES
* T% D8 U  Q3 ^1 Wgetdstring NAME 0x80
+ K+ @! f# x" p$ B. m/ Hget UNK2 long4 i" P2 k  [. |2 a, D6 T' u
get UNK3 long
0 k$ U: S+ d. _" s. Mget UNK4 long
/ C9 G3 q+ O$ d. u7 Fclog NAME OFFSET ZSIZE SIZE! o+ J& m" J4 `' R9 ~. f
next i8 k* L( R2 l/ E! ]2 f4 M+ w* B$ s: s

  e! g! ]) `( l& g2 m$ U. ]! \# m+ \5 a- L- \
ok this may look complex but it is almost identical to the first tutorial file except we added 1 more variable
  x- X* r+ j# B! e* `ZSIZE this represents the compressed file size while SIZE represents the decompressed file size
% H3 ^+ f! q/ k% l8 p7 z7 cand we also changed the log command to clog to represent it is a compressed file.+ i( D$ k. t' H  G" H- n3 g! r9 Z- i* _
1 U' u6 X1 n9 B6 u) {
ok so now we have our loop and the commands to extract our files but we still need to fill in the variables" q* R0 k+ C: H- }+ Q
OFFSET ZSIZE SIZE  x/ J- U2 C" y, s$ ]6 _
so that means our 3 unknown values must represent that but how do we know what order they are in?
- e3 B+ B  }! j. G) ^* o3 C  Z4 l( P9 {/ S1 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
# v0 ^/ P3 f# U- d" C! O. H5 G2 @then add our 3 unknown variables so that means we are highlighting 0x8C for our length. the first file is from 0x10 - 0x9B+ T2 j4 n: u% c/ `- H8 h% O: t4 B
so now do this for the rest of the files and you end up at highlighting 0x1B4 - 0x23F
9 n: A1 o* W- }/ V  
) s5 C1 _* o3 q  M+ r7 {ok so we reached the end of our loop now what?* |: s+ V( k4 x& h: o0 v" p3 d$ ^
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.
; }; I# F4 m; f7 Z) |78 9C represents the standard zlib compression header
4 J  [, a9 M$ J: u& z' iok so this means our first file starts there which is at offset 0x240# W8 |$ P- k5 F

9 b% G% |* b! a0 Dwell lets go back to our first file in the list and look at those unknown variables.3 R8 H# m+ H- U- r( w/ I4 U/ ?
24 72 00 00 is = 00 00 72 24 = 0x7224! h, A$ W" N! Z1 x
80 00 02 00 is = 00 02 00 80 = 0x20080
/ z) u$ E0 I9 O* b! v9 V40 02 00 00 is = 00 00 02 40 = 0x240
8 A$ N" r# [/ Z- AI think we have a winner so the third variable is 0x240 aka the offset
/ V, }" R5 G1 A  t2 h; t! eso lets update our script4 F( x0 Y2 b% Y% F

4 K: \% V; d8 w
2 Y. X) Q/ }9 V+ h- y' @" \Code:
: W3 i; |: H) ]# K7 xidstring " PSH"/ }. @+ }2 c# v3 m
get UNK1 long
/ S0 ~! ?6 V/ ]get FILES long
, N5 H' N% z; A- c" q# _! q7 ]get NULL1 long- w& V) C% b; e7 I, b+ C- X
for i = 0 < FILES
3 Y; Y: g& ~4 N, [: q3 B# \6 i5 zgetdstring NAME 0x80! B; k3 y" A6 y! O& Z' Y
get UNK2 long2 o: \7 I3 T) y, f2 y
get UNK3 long
" f1 P# U% b/ e2 S: `get OFFSET long
' L7 j4 G  H8 i5 d1 T' X& Eclog NAME OFFSET ZSIZE SIZE, n$ W1 @) F. H. p" N) n2 a. P# T
next i
$ f9 I; h4 U. J$ g! L- q9 Z% Y' ~% c! ~1 e. W

  F. {5 V6 q% u$ Znow that just leaves ZSIZE and SIZE- B* ?- R' Q& ]) T7 q. N/ G) H
well bye process of elimination the decompressed file must be bigger than the compressed file so we compare the 2 variables
) D' j3 d0 \% l  w* s- S( ^. {24 72 00 00 is = 00 00 72 24 = 0x7224. `+ S7 W, R8 H: W2 j& H  X3 l
80 00 02 00 is = 00 02 00 80 = 0x20080' s, |8 ^- u# z+ s' R
well 0x20080 is definitely bigger so we now know the last 2 variables
3 B" U& Y' i5 j9 \
2 ]$ V0 v! A4 F. `, ^% v* c( Z8 A8 J6 T% n) t
Code:
  b/ X- Z  u4 ~8 N2 l" l- Kidstring " PSH"
8 d" w, U. s" iget UNK1 long
4 q6 ~9 ?- a3 V) r" i1 yget FILES long
) H$ Y! t  A' K) V3 X/ z7 H4 `  p; Xget NULL1 long
4 F: b0 M% i6 G* {for i = 0 < FILES
0 E6 \* G) |, u) o1 V1 ?/ n" ]getdstring NAME 0x80
' A8 G% q% X" T/ oget ZSIZE long; P- y- N3 H9 {- M
get SIZE long
$ c6 X# I: e" M0 v2 fget OFFSET long
8 t1 x+ _: S, O3 dclog NAME OFFSET ZSIZE SIZE1 X1 Z  [2 y2 I8 W
next i
* W% v( p% r1 z7 t/ h  p8 {$ p: o  r1 v$ i) ?, O2 \
2 K1 Z3 E8 c, _% n3 F% |# g/ I: [) U/ k! {
now try our code out on the file" B' c; N! w" D# B
open the command prompt and change to the directory
! H2 U. ^: p  ?( a4 u* ]  {" o- ~c:\temp
6 P$ ?; K6 t. a$ [) }) snow type: J, H9 ]3 z' U) R& R4 V
quickbms.exe -l astro.bms BoneObject.hsp .- L, G3 p* n& v$ N* g* Z5 q
yay it listed our files without any errors now lets try extracting them
# ~- p8 g! [8 G) O( _create a folder called extract8 q6 ^  s' F7 I" Q/ z# W0 D
and type2 R# H9 m+ h" w9 f* [2 |
quickbms.exe astro.bms BoneObject.hsp extract4 r- a$ f" v; V+ U
if we look in there we now have folders and in those folders are 4 pictures
. t6 R/ e9 Y8 Y; f: y$ M: bwe did it.0 G3 c. L# c1 \; N

$ r$ K! k7 d/ U% d1 {% bLet me know if you want more pictures or any way I can improve the tutorials.% t$ }" N3 C: d8 M: b
/ u" V: v6 `# n( b
9 Y( _1 q& t8 ]
Last edited by chrrox on Tue Jun 09, 2009 2:33 pm, edited 1 time in total.

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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]
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沙发
发表于 2009-9-9 21:53 | 只看该作者
cool turotials ,thx!
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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5 a4 r' q9 v- w4 w
——————————————————————————————, r7 ~+ C' U% N0 ~
建立一个目录C:\\temp来放我们解包出的文件5 C% O6 }: m6 y4 _
4 q# ?; A2 E; R. H; E* `' q$ ?+ y
1,进入C:\\temp文件夹
( p" I% W7 O$ O" [2,建立一个新文件 astro.bms(QuickBMS解包脚本)1 s$ I# `+ j, C2 X& G9 Y) Z, m
3,把最新版的quickbms也放到这个文件夹
& ?$ z4 g2 @8 R  r0 {+ `7 C9 r4 \7 k
现在,用你的十六进制编辑器打开BoneObject.hsp,来好好观察一下9 n. U! L* y$ e
(图)
8 @& q0 K2 B" R; G5 q/ T: l
9 [% u0 \; Q- c, b3 P# _2 S' Y很好,我们看到了一些清楚的文字3 j5 V/ [7 _; h

6 V6 a$ i, K( B+ B你会注意到最开始4个字节20 50 53 48,是空格跟上PSH" I( b; r  K4 w+ p
看起来就是文件后缀名的反向排列4 J- `6 ]3 `. f# b) N

7 |6 I) F% Q# c! P6 p4 G& i6 k4 J这被称为idstring(标识字串)
; F- n3 t  |$ T. `3 V( ~( C3 f所以,现在在脚本里写上一句# Z% B; \4 y6 t. m. L; `

* F+ |% M, a0 T2 k( w0 c% uget IDSTRING long       (将四个字节(long)存为IDSTRING)1 t8 V. T" N5 O4 S" w: H3 B2 s9 R

9 D! ~! E& N3 M这没什么错误,不过我们有一条更好的指令
# R* I( B+ F% c+ K8 K
( C% U/ D/ d6 g" n- C( _idstring " PSH"        
, V4 H/ A5 a+ Q9 k/ q$ P+ \3 c4 Z9 e" x2 q0 n* I6 O
确保你没漏掉引号。! [! @% S6 L& C

2 L+ I. A' P' x* n1 ~' u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。& W( L+ J! U) E: m1 O
' ^& d% }5 m( a- l6 N+ p
之后继续观察文件,我们可以看到2 v: N& v7 O9 Q: Y1 Z/ 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 : u9 b: W3 o9 B: V8 ^2 `! S
所以我假设有4个文件在这个包里。
  D5 [! C& a. O$ S! a! l  E; A5 O' ?4 w4 W4 [" ]
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
* f- M! R+ e* |$ m0 ^: T
& j# K8 b; ]1 J那么我们在脚本里写这么一句. o8 M- e6 H  X3 y4 b
" [: s: D6 ?: O8 {  G  B7 h
get UNK1 long7 t1 ~- n( Z* f7 E4 {8 ]
这句指令把4个字节存为变量UNK1
  V& K6 I  G* b% F5 I9 P/ i6 t
- u: m" j2 p/ ~$ Lok,之后四个字节是04 00 00 00,就是00 00 00 04或者4
: l: m2 I5 g2 m1 s( ]  B这就是包里的文件数量,所以我们在脚本里写这么一句:6 }6 w7 Y; Z2 I

' O- ~* ?7 v7 N  g) Tget FILES long
6 K" o" O* O$ x& y这一句把4个字节存为变量FILES  P6 f$ D. C0 w! g
: K- S+ C0 p5 I2 `& O# `
之后四个字节是00 00 00 00,嗯,那就代表0
) G! k' H& l, X于是我们这么写
7 M! i) ]. V- C+ G7 ?% N$ y4 h9 l7 A9 y
get NULL1 long
5 M- e: O5 Y' P( W, }6 M把这四个字节存为变量 NULL1$ p3 @) W8 s* ?- J8 u

2 I0 K* ^2 Q$ ]2 l# I好了,现在我们到达了第一个文件的文件名部分4 y& s# c* D  `( J, t* k
Datas\\Texture\\BoneObject\\npc_nagoya_octopus01_body.dds
" O0 L0 k! q4 T# L9 \2 d0 H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?
  K, M  Y( Y7 S( V5 J+ _- U0 A0 K
% H7 z  m0 Z4 Dwell,我们来找找规律
: P9 R  ?" D  H5 a) f5 L# tDatas\\Texture\\BoneObject\\npc_nagoya_octopus01_body.dds is 0x36 1 Y% F/ u) F! Z' h% N: D# v
Datas\\Texture\\BoneObject\\Toon.bmp is 0x21
% r2 F. R+ C' w7 R# ^3 d0 CDatas\\Texture\\BoneObject\\Toon_a.bmp is 0x23- G6 X+ Q& |# H9 Q
Datas\\Texture\\BoneObject\\Toon_zero.bmp is 0x26
/ f  |: U' }8 Z
# q( f; |0 t/ \9 d看起来没什么规律,呵呵0 p8 v. H: f3 j8 X

' R3 Q  u( p% P5 V4 N- q# Z( Z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 k( B% j  B/ R7 z4 o4 j
0 w- z0 h: F2 X8 y9 E6 yDatas\\Texture\\BoneObject\\npc_nagoya_octopus01_body.dds + 0's is 0x80   ! M7 Z( n* {& A7 g
Datas\\Texture\\BoneObject\\Toon.bmp + 0's is 0x80
) p- J. e0 H7 b0 d' N% S, ~Datas\\Texture\\BoneObject\\Toon_a.bmp + 0's is 0x802 \1 g* U# m: R8 [' I% ^" e% E
Datas\\Texture\\BoneObject\\Toon_zero.bmp + 0's is 0x80! K7 r+ K! O0 Z
7 j; r/ C: m0 \2 P! A* [. B/ q
嘿,看到了吧,他们的长度都是0x80
# Y/ `, j0 c: u. ^/ ^所以,我们在脚本里这么写* c! h9 ?7 U9 X! }2 i
getdstring NAME 0x801 h; G5 O8 Y" I

+ k# ?( G. v4 n) K8 R1 t9 }; |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
( [6 `* N2 Q8 o4 @/ o2 U
4 w2 e, y: ]8 _  w+ z1 hok,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7 H3 t' H5 X0 v! k
我们暂时这么写,之后再来搞清楚他们到底是什么意思1 Q1 M9 `/ S4 s$ r* j5 x! ~, K
get UNK2 long
, e6 U. g/ J) T2 F$ nget UNK3 long5 |: d- Z. Q8 [6 I( K3 e1 J
get UNK4 long
' [: S$ P3 n* E+ J6 Q8 o0 h* ]& S' m! b
那么我们现在又看到了文件名5 ^  y1 {2 B4 y0 L/ m" Y
现在,我们找到了规律,所以按我们之前学到了来写脚本:
* T) e, v/ v# }% |# C5 M+ R+ T' n) q- q7 N6 j( \
代码:! [, Y, f$ M' l$ ]$ v( g
idstring " PSH"
) K- n8 B1 O! Qget UNK1 long$ Q4 x' W6 g; P! [, E
get FILES long
1 w4 ?; v4 Y* H5 Y" o' Dget NULL1 long- a- P$ _% s8 E) N
for i = 0 < FILES
0 R. Z. U. @8 rgetdstring NAME 0x80
) j% y2 f, Q" i; c3 p8 w2 E: `4 s: wget UNK2 long
, l$ G+ `0 y' y3 H. u4 D9 E  \get UNK3 long
: A- A, o, P8 B1 ?2 Dget UNK4 long
7 H& G$ o# l+ I5 {clog NAME OFFSET ZSIZE SIZE8 n/ [0 {5 d, `4 j2 q8 {
next i
* D$ y$ e  s/ F  Z: A
- _, t# L- |1 S8 ook,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
* P  v. C' ~3 z/ s. ~; \; ?我们同样将log命令改为clog,表示这是一个压缩过的文件。' j0 i+ Y4 E! c. a1 f* k% k$ f

7 d: y  |  Z  t3 k* 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3 Y* k. L4 i' U
OFFSET ZSIZE SIZE3 N+ A+ s) @; y: @5 X' C, w

) g4 V0 P* F! e: X2 |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?
9 W7 p8 z1 q) g. \
" Y% C% E1 ?$ p# l! B) N/ 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。
' c7 q" m$ d' u$ ?8 S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。
5 D' L$ U3 _+ A8 L0 h! s78 9C 是标准zlib压缩格式的头部标识
  F  J/ W  Q! N
+ N& q/ R& v6 y; g6 M$ h3 T$ h所以,这意味着我们的第一个文件从偏移0x240开始  e+ X0 T7 j' S8 C
  a3 c% Z" U! f. C+ ~
之后,我们回到列表里的第一个文件,看看这些未知变量。
$ F. }* \" L! X! y: U. c1 D& s5 ?7 L, d24 72 00 00 代表0x7224
4 Y1 B! X( E( e( i/ W/ `3 X1 X80 00 02 00 代表0x20080* |- D$ l- R& f, `5 n
40 02 00 00 代表0x240' a4 }- I( k$ a6 ~

! J: e: R7 R& v# k6 u4 D  F: M我想我们至少知道第三个变量0x240代表着偏移量
% }: R. T/ v; w那么,更新一下脚本:
; ^0 k2 u" o# |, D5 [) `' P+ Z, s% H1 O* z4 X! z& t4 f
代码: & A& e& Z! [- W) z7 s4 r* s4 x) P
idstring " PSH"$ l3 |. c  x4 _, H2 @. \
get UNK1 long/ U0 S( U/ _, L9 u
get FILES long7 }  D7 s  L& d# x8 X) g
get NULL1 long' k# \" C7 `4 p; f/ _
for i = 0 < FILES4 K) H; W; Q- w6 w3 y& r
getdstring NAME 0x80
" @2 J6 t5 T+ U; P% e4 N) Yget UNK2 long
3 r3 P. j( l) y7 t  C; Rget UNK3 long0 s, G0 r2 x" U: r, C7 z& e0 y- ~
get OFFSET long: Z4 z* d1 a8 y. r7 U
clog NAME OFFSET ZSIZE SIZE
$ J+ a( h5 ?$ S+ i' Onext i& k8 }. D) X8 ^. X
0 q  d! d0 |0 y2 N7 ^
好了,现在还剩下ZSIZE和SIZE7 q/ E: P* k- k8 y# F& `" u) o
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
5 h  v% p; F- u3 V1 O0 C+ Y一个是0x7224,一个是0x20080
7 T$ \8 @% E* Y2 h% d  }6 D显然,后者要大,于是我们这么改写脚本:
, m  J8 Z0 W/ p- Q2 R2 x; S) {2 ^' z6 K& i
代码: 0 J7 \/ y5 h# C) ]
idstring " PSH"1 `3 Y; N& I. x1 N& Q( z
get UNK1 long
2 e3 ~; c' v+ A7 U2 Tget FILES long) M  L% L2 R3 R; h5 `2 w6 Y: W
get NULL1 long5 p' ^1 |$ H- @" c" ]7 T  j
for i = 0 < FILES
3 m$ Z7 w, {; p4 d6 Q2 U5 H3 C% Y$ }getdstring NAME 0x80
! t! ^' |  P$ h* ~get ZSIZE long
9 q6 R9 {# x1 S( Nget SIZE long& `8 k/ Z! ]( _8 P+ L- w: r8 B
get OFFSET long$ G% \6 S- ^$ P
clog NAME OFFSET ZSIZE SIZE
; I% o% Y9 k1 f8 t8 u& r) Qnext i* x$ e" {& R! I( d

( N' L3 ?; L1 c$ Q1 u6 ^6 x好了,现在试试我们的代码吧。
' Z! N* `! P: V. I- n5 o; r0 }打开命令提示符,进入到c:\\temp目录: J& p$ R/ ?! E

2 C" O/ ~, b! r输入 quickbms.exe -l astro.bms BoneObject.hsp+ a# ^% X* s6 M1 o
他会列出我们的文件,没有提示任何错误) _+ S0 y( I3 a. @
好了,现在我们建立一个目录 extract% j9 N6 d' R" k# e5 ?' }" h, T/ O
输入quickbms.exe astro.bms BoneObject.hsp extract+ B' t6 b' Z$ X/ D: w

( O' I; L1 [1 n4 a好了,现在我们在目录里有了4张图片,我们完成了。
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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。
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