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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
# A+ J* d) z$ k  F! \1. to c:\temp
# h7 l1 y1 z+ h$ e3 n. }$ G2. create a new text document called astro.bms/ R2 m, R0 |8 B$ z. P
3. and place the newest version of quickbms in the folder also.: v1 t5 X' M( f: T+ i+ p) y8 i3 [

" z9 q. q9 \' V( z( m9 K1 \( cOk so open up BoneObject.hsp in your hex editor and lets take a look at it.- P& r+ i! J9 {$ O" F* g- U
  
' i" l8 H. t% W+ ?0 J1 ygood we have some plain text.
9 Z. B9 Z% B, t5 [" ^8 C) f4 Q& iyou will notice I highlighted the first 4 bytes 20 50 53 48 or " PSH" that is a space followed bye P S H.
2 b' R( @% w6 ~# X! @. `hmm that seems familiar that is the file extension only backwards. this is know as the idstring
3 X3 p- K) w4 c$ r) J! Eso up until now you would think to write in bms; d- d* O$ C; i/ P* y0 N
get IDSTRING long
0 |5 e' O& L8 u4 W- C# `6 t- qthere is nothing wrong with that but there is a better command
) T4 ~8 x$ ~+ {- z5 N! yidstring " PSH"8 E* H# _- h! ^, o& o# Q9 c
make sure you include the quotes.) [% n, _6 ~' k" k
so open your bms string and on the first line type
1 x- ]/ M, }; R+ Yidstring " PSH"
0 X0 |  V) s* c% v' 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.  l& A% N3 _! ~& K) p
"aka noob proofing it"2 I0 ~8 l! q% }& [* l9 l& |% B

" a& u7 ~( w5 F( X- kOk so now lets look at what we can read I see
+ X7 [! m  K1 Q" q% c1 x7 |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
5 J. o+ d8 Y7 T  g: yso I will assume there are 4 files in this archive.
0 t6 K- u* z$ @  k! F" Awell 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 represents
4 ]- o. `  D8 W) ^: ?3 ~so lets write that in bms language
8 r/ k; E& r& Dget UNK1 long3 T& z+ j/ \' \/ [! W% p7 w. S: i
this saves those 4 bytes as the variable UNK1.2 i5 b! Z$ t: J

( o# \' P+ x7 I7 f% mok the next 4 bytes are 04 00 00 00 hmm this translates into 00 00 00 04 or 4
0 a' e7 I0 Z4 Lhey that is the number of files we counted so lets write that in bms
: C! \; @9 x; K0 \7 i) Yget FILES long
. l) v/ w% k* W  Z1 _this saves those 4 bytes as the variable FILES.  @4 V% R7 _8 y4 B( G8 I

  [5 q$ l9 R* {3 z& t0 Z/ Lthe next 4 bytes are 00 00 00 00 well that is equal to zero so for now I will write that in bms
& G9 t' ~  s( Lget NULL1 long; |' T) H4 J! c1 I& o8 f
this saves those 4 bytes as the variable NULL1
/ W* b. f7 |9 w: U4 w! a% ]( \. b$ V( O% F( m  |8 K$ L
ok now we have reached the first file name Datas\Texture\BoneObject\npc_nagoya_octopus01_body.dds
4 Z  e# c7 ?: V3 u0 c& ]5 ^  D1 T4 Xthis 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?
8 V  H% }0 U- i8 b/ D" O6 Fwell lets look for a pattern6 o# z' k0 v9 N
Datas\Texture\BoneObject\npc_nagoya_octopus01_body.dds is 0x36
. r+ C" b: e# l8 L9 ^Datas\Texture\BoneObject\Toon.bmp is 0x21, n, o4 `/ f0 K9 ~0 f$ O! i6 j
Datas\Texture\BoneObject\Toon_a.bmp is 0x23
2 R! H, [; p0 n' }+ E; tDatas\Texture\BoneObject\Toon_zero.bmp is 0x26
) v0 T  U1 l, j) P& _3 h/ Khmm I don't see anything that makes that a pattern.( D  m6 n  ]8 P4 K3 X5 l. [( \
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?
# V6 j; Z# Z! X1 UDatas\Texture\BoneObject\npc_nagoya_octopus01_body.dds + 0's is 0x80
4 `% ~. X" ]3 c8 ~Datas\Texture\BoneObject\Toon.bmp + 0's is 0x80/ m6 t% _4 M8 @- l. W
Datas\Texture\BoneObject\Toon_a.bmp + 0's is 0x80: g1 {3 i$ o7 Y
Datas\Texture\BoneObject\Toon_zero.bmp + 0's is 0x802 J1 D2 X0 q& a
hey they are all the same size when I include the 0's
( |, r- |9 }+ F/ lso in bms I would write this as
( i0 X1 O- c6 `- h/ A; O2 Bgetdstring NAME 0x801 j) z9 }+ ~, E0 D# D! i+ b
this tells it to grab 0x80 bytes and store the text value of it# ?( Y5 c6 K9 d9 f: m
and as an added feature it will automatically remove trailing 0's 1 h2 d0 V+ Y5 z0 m
$ k! b, R1 W: B* I
ok so now we have 0xC bytes before I see the next file name* u) y- Y- D% ~) K% K2 B' Y- X
which is 3 long values
  P( g5 u; F+ Rso lets write those in and we will figure out what they represent later.( e' Y4 l7 ~" j2 {' O
get UNK2 long
* W) M  `0 `+ E6 X; A9 G+ bget UNK3 long
( o3 n* g" M, F) h' cget UNK4 long
  g$ _8 f8 v9 E4 J- U& _0 {! B* k" b+ l4 l0 g5 ^8 @8 Y- r
ok so now we see the name again0 n2 e3 `- z( t" r
we have our pattern so lets write our script based on what we learned
3 i3 x' r0 ~, w  f8 @so it would look like this up until now3 O$ m# g4 W( j, T8 s. x

$ O( \0 d# ~" b! ~Code:
4 z  U  N# Q: Uidstring " PSH"8 P% P3 U8 [! k* l) h
get UNK1 long
% R4 H( ?4 Y( Y4 c6 Bget FILES long4 f" e/ r7 S) T  C' R
get NULL1 long
' w2 |7 y2 H" H4 S- Xfor i = 0 < FILES
( K. C! s. W$ ^" q; ^/ O& Jgetdstring NAME 0x80
8 x9 ?* ?# Q" T! c  N0 t: A, hget UNK2 long
7 l7 m3 q! ]5 r4 x2 p: c2 yget UNK3 long
' }  X) F9 r+ w7 H! [7 ]; ^get UNK4 long4 B4 J% P4 O& i4 A$ W9 {
clog NAME OFFSET ZSIZE SIZE
: J* l6 U5 x: l0 N/ C' Wnext i
* G5 X0 z* B+ e. n
! A1 m8 N6 o9 T
& c& M% T$ f- X  dok this may look complex but it is almost identical to the first tutorial file except we added 1 more variable$ u& n  B* E# M. B0 W
ZSIZE this represents the compressed file size while SIZE represents the decompressed file size, f+ \. [0 _) f5 t9 [
and we also changed the log command to clog to represent it is a compressed file.
% i) q3 A/ |. b5 F
$ E. @7 k0 y+ x, _2 E8 ?ok so now we have our loop and the commands to extract our files but we still need to fill in the variables
  m' s/ @7 M9 l& DOFFSET ZSIZE SIZE* B2 o( b# F/ U$ I
so that means our 3 unknown values must represent that but how do we know what order they are in?
8 w$ t8 U5 B% X! M3 a. W
' z+ x; t! r4 H0 R0 K1 |2 N' H, KWell 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
' Q; O. H  h7 Q" lthen add our 3 unknown variables so that means we are highlighting 0x8C for our length. the first file is from 0x10 - 0x9B
: b+ h6 ]$ x& |9 {1 l. [3 Xso now do this for the rest of the files and you end up at highlighting 0x1B4 - 0x23F
7 q9 Y$ a6 i! B  1 x# g' O& C9 I! z
ok so we reached the end of our loop now what?
# ^, ~- z$ S+ a4 x( _4 lwell 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.
: i0 N3 {$ h$ n0 w78 9C represents the standard zlib compression header
! Q9 N2 Z# A! Z; \' gok so this means our first file starts there which is at offset 0x240
$ Z. h0 \/ a" V' H2 \8 N; D
# f7 u  u/ Y$ f- {well lets go back to our first file in the list and look at those unknown variables.
- p5 ~" k; N4 q) I9 O$ n# C$ y/ G24 72 00 00 is = 00 00 72 24 = 0x7224( i- n9 p% F4 `! M
80 00 02 00 is = 00 02 00 80 = 0x20080
1 t  Y8 b4 P2 q3 e7 z" g% b: H40 02 00 00 is = 00 00 02 40 = 0x240
% S+ \9 I' a  e/ sI think we have a winner so the third variable is 0x240 aka the offset1 J1 O% r6 ?, H4 |6 u0 H. S
so lets update our script5 Z! w# ]0 i+ j

* W% f% e) g7 W& H) O$ H+ @) _+ A& y! v
Code:
7 L' K7 G9 y6 R6 y0 m$ C+ _idstring " PSH"
1 K3 y" K4 S8 _get UNK1 long9 r6 \: ~* s* G5 @# k! T
get FILES long" R& r/ H2 j( o' M
get NULL1 long
$ j' R- F8 h0 V; Cfor i = 0 < FILES
" q% _( W8 p! f/ {' sgetdstring NAME 0x80
' K3 H1 S* j6 fget UNK2 long
$ Z7 a  X' P# X+ G3 dget UNK3 long
1 |( M8 C* T; u" L$ A2 v8 D1 cget OFFSET long
/ s' _/ J( Q6 @) |2 s4 eclog NAME OFFSET ZSIZE SIZE1 W- ^: e3 z4 w" i8 K8 {
next i9 i& _$ Z1 a: F
, Y+ y- z' Y& Y3 k: Y
7 t4 N/ ~5 T' o; @
now that just leaves ZSIZE and SIZE- o" {* C* D6 \
well bye process of elimination the decompressed file must be bigger than the compressed file so we compare the 2 variables
7 S- X7 T$ ^$ v! ]9 c24 72 00 00 is = 00 00 72 24 = 0x72249 O6 S7 Y5 I5 A& [
80 00 02 00 is = 00 02 00 80 = 0x20080
0 O/ g; l  n+ E) H* M; dwell 0x20080 is definitely bigger so we now know the last 2 variables
4 y! o: E* {, ~) O) G* V, }6 x/ W& d8 v2 j: x; E

- f+ C, X9 b% n! a3 G7 _% P/ ?  tCode:8 ~7 ^9 ^  G. M% u! e4 r- k" ^; u
idstring " PSH"- ?% P' e8 ?! w/ o6 E* F( w
get UNK1 long
! b- Z2 ^) T3 Y/ V7 zget FILES long* s) j1 h9 J4 k8 z' W' Y
get NULL1 long( N; R9 w' G/ h7 C# |
for i = 0 < FILES
" O) |8 j7 Y3 |# l) ^getdstring NAME 0x80
: |- k3 D+ @, y, s3 s: N& pget ZSIZE long
3 \6 Z  m; S$ |3 jget SIZE long- h( @& m$ g: j: w2 f5 I* E
get OFFSET long
7 R6 t3 `' J( w, H' Fclog NAME OFFSET ZSIZE SIZE% Q  J! G0 R* J
next i
; |* S0 P2 D9 w; J
, @  l- V8 b7 `' R$ C/ S
" z7 W2 w& A' j2 Pnow try our code out on the file
# V0 A: y7 q# ]7 g/ v- ropen the command prompt and change to the directory
9 J/ I3 i7 [" z- w& kc:\temp$ |* U- |3 o: p( Y
now type* O% ?6 S7 o2 Z
quickbms.exe -l astro.bms BoneObject.hsp .+ N% T. P- ~3 A
yay it listed our files without any errors now lets try extracting them
! z( s, U+ G* B( _6 screate a folder called extract
6 W- _, `& {" E, X0 y7 Sand type
7 y$ P: g8 s. k  |# fquickbms.exe astro.bms BoneObject.hsp extract
( H; R9 C- @( p& e9 Gif we look in there we now have folders and in those folders are 4 pictures
- w# l9 [4 ~, [9 N6 S  lwe did it.
- H  Y6 U5 M. f" z8 o+ W! q
( n+ G0 |; N! _1 _" f0 k# HLet me know if you want more pictures or any way I can improve the tutorials.
0 d* O; |2 O# I/ G, m* V0 t& W3 V
5 _$ T" s5 D) b  a  S
- {: E1 K- k" `/ `  {& QLast 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
) }$ T, i  b8 S; q——————————————————————————————2 n3 F- T+ X, z( `9 U
建立一个目录C:\\temp来放我们解包出的文件" K) L' h2 w7 x( m$ V3 Y
: {" m" l1 L" m) U' q+ J
1,进入C:\\temp文件夹) {0 \' h6 z% }2 v" C, d1 X+ Y
2,建立一个新文件 astro.bms(QuickBMS解包脚本)! F" i1 Z! X' @4 w
3,把最新版的quickbms也放到这个文件夹
3 [2 l; L6 V7 f0 |- w# y) J  j* `$ K# \! ^) h
现在,用你的十六进制编辑器打开BoneObject.hsp,来好好观察一下- k9 K- q! `5 W2 e5 m+ p$ E- I
(图)
* A5 ~# A+ a# ^5 h6 n
. h+ @1 V6 H* S3 M7 o很好,我们看到了一些清楚的文字7 `1 M: B1 V& ]$ J- j* \

2 z/ L1 n- N7 ]- V6 S, t# P你会注意到最开始4个字节20 50 53 48,是空格跟上PSH
( T# D% y( N' y; c9 S$ R9 u看起来就是文件后缀名的反向排列
& s1 B) ?( {5 A0 F/ o
  X2 h2 j. t$ h" |. o这被称为idstring(标识字串)
' L) k8 a* P, y: W: B1 g所以,现在在脚本里写上一句, \5 S2 i7 _8 B1 C
  L7 Z% `4 @5 b: g: J; X2 _# t2 b0 e
get IDSTRING long       (将四个字节(long)存为IDSTRING)
: ^) M. j, T# Y# B
% k* q" l5 N8 e4 I6 E& `: J' R0 {- T这没什么错误,不过我们有一条更好的指令
( _' X8 q/ h9 g! ]/ m$ o
5 }- H/ H+ `. t, iidstring " PSH"        6 ?0 m, @# p% U- u. B/ o/ c) H
: Q4 d" }1 K; n! ?0 P) j2 [/ T( \, a
确保你没漏掉引号。- V7 K$ [4 R3 |+ Y4 M: f: v

' \) @/ b( [( y3 y, o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。
! l" \4 H' Y7 ~, ~' Q7 E3 C# w! J
- i/ ^$ }% f6 v3 w之后继续观察文件,我们可以看到
$ P0 i- w! C# m7 I9 y9 @# @1 ?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
4 [) O/ f" i, v( S$ N/ C所以我假设有4个文件在这个包里。
( k! a9 n7 W: u% O. T3 P3 |% I* V! o: m0 W5 u
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$ g. P$ W3 W% r- Q

& B# X  E" i# l" w那么我们在脚本里写这么一句5 r) U" |, [4 j# L/ C7 V
; j4 a8 D" y* K8 d, n
get UNK1 long
! e& T# j! J& J  m! H) D4 ?! `这句指令把4个字节存为变量UNK1
" ?6 a* N; D& g7 e0 S; _: [* c7 z" ?" B* J
ok,之后四个字节是04 00 00 00,就是00 00 00 04或者4
2 z* u2 _6 ]; i' q0 g; D1 J这就是包里的文件数量,所以我们在脚本里写这么一句:! S9 V# ?3 x+ j8 ?8 X
. _% e) w+ k4 z0 H
get FILES long
) [! X) c: O5 \0 a  a4 J1 ]: u5 _这一句把4个字节存为变量FILES0 j( P' {6 W" |/ T/ m: a7 k; G9 b! f

( ~2 d1 A' u% k; L2 m% u之后四个字节是00 00 00 00,嗯,那就代表0; V( d$ i) G0 Y/ g
于是我们这么写
6 O7 ^: {$ `* ~* L3 m- @2 M9 W# Z$ O" y/ n4 v# F- j
get NULL1 long
  P% x% L* F' X7 }4 O/ b; k+ H把这四个字节存为变量 NULL1/ g7 D* j, T! @; i2 i

1 Q3 U& O. q+ Q( d; e好了,现在我们到达了第一个文件的文件名部分
7 i# G$ o' m# @! c0 f; ], d( YDatas\\Texture\\BoneObject\\npc_nagoya_octopus01_body.dds
# f/ x: F# V# S# m5 U9 B. P( ?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?$ y8 w# w( ?1 f7 F: s/ h6 t7 \

5 ?# {* N2 C8 x1 C% _  ]+ x  T' ewell,我们来找找规律3 k4 z0 x( W/ M# J: n( F0 ?
Datas\\Texture\\BoneObject\\npc_nagoya_octopus01_body.dds is 0x36
. A0 [' _4 }% R; iDatas\\Texture\\BoneObject\\Toon.bmp is 0x21  q( t! p2 l0 t+ m( |; D- O
Datas\\Texture\\BoneObject\\Toon_a.bmp is 0x23
+ [- u) q+ H& v8 h' EDatas\\Texture\\BoneObject\\Toon_zero.bmp is 0x26  ^/ C( U. a' o% I8 m+ B

  n1 p+ P" x$ k. U2 g看起来没什么规律,呵呵7 X1 l  X2 h: R# ?* ^
( k0 J% V* c& b& c* r; ?$ t
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?1 m8 \$ a8 R+ `% Q4 H6 E
8 z( z9 J$ a9 X. P9 H
Datas\\Texture\\BoneObject\\npc_nagoya_octopus01_body.dds + 0's is 0x80   ! B8 L+ g0 K: {( C- o; z8 G
Datas\\Texture\\BoneObject\\Toon.bmp + 0's is 0x80
5 C, _- p6 H9 ^# d% Z9 p/ l# cDatas\\Texture\\BoneObject\\Toon_a.bmp + 0's is 0x80
6 H, m. B8 U& f9 ^& X: HDatas\\Texture\\BoneObject\\Toon_zero.bmp + 0's is 0x80
3 i+ X5 R6 D8 T8 D
. B5 q4 I0 i# I: E6 o( T) H7 c嘿,看到了吧,他们的长度都是0x80
) G5 S$ ?" |& ]+ X所以,我们在脚本里这么写6 a+ m* d4 `% U
getdstring NAME 0x808 o. P$ w. }+ q# @/ o, z+ R2 l5 }
" Z* p1 \5 d6 \1 C
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02 _0 j4 C! S9 {3 t4 |

. p( X% p6 g* mok,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
( w, ^, ?/ U) O我们暂时这么写,之后再来搞清楚他们到底是什么意思
" f% K" A9 e$ J2 bget UNK2 long, X# Q" J% }* d% T" z, O
get UNK3 long4 J; G5 P; b6 M& c3 h6 q
get UNK4 long
6 l" Y  [# M/ L3 z% V, C$ b. m* Q& X' F/ B% r
那么我们现在又看到了文件名% @. ?+ u, m0 y. R& ?  @
现在,我们找到了规律,所以按我们之前学到了来写脚本:
0 E+ f/ V9 L5 r: |* @/ W) t* M9 k- J
) q- h: R4 J1 U; J7 _代码:
  n6 V( I# q" O* a3 ]0 M. Tidstring " PSH"- ?6 b- G0 L0 X$ h) L1 o, h
get UNK1 long
  X- c7 f( M3 F* |get FILES long
' F8 h: H4 B& f/ H% E* }% }get NULL1 long& R3 |& W  N0 D+ Y
for i = 0 < FILES
& h; c6 z  _+ p9 @" h% Xgetdstring NAME 0x80% Q) O$ u# l2 A3 C% t
get UNK2 long; {/ @6 e9 c* d  l* O. ?8 E2 u( l
get UNK3 long
! e0 b1 B4 w: x" y$ n! |* a+ a4 gget UNK4 long
; d+ s7 }0 ]( x% j# [. xclog NAME OFFSET ZSIZE SIZE5 y, R0 w6 d0 K
next i
% F  v7 b" v  |( P
9 _/ @. S* c8 `( _' ]( `! mok,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2 h5 `* @- b6 u! \( J9 z6 e9 ~/ a
我们同样将log命令改为clog,表示这是一个压缩过的文件。* n" C) _* n6 a' N
) t4 O- o" w- x4 m# ?! ^
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
7 ?( r2 r$ n9 eOFFSET ZSIZE SIZE: r8 y" E8 |7 H# I+ `6 Z, H: g
' l$ u% W) `  t  N' [
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?, G& b2 j8 p* P; S
) V4 A0 H: V# v7 ]/ i
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。4 i- x* }9 Q& O9 O
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。
( o( y5 T5 D" v78 9C 是标准zlib压缩格式的头部标识& e) s0 |* J" u! D# N5 E- H

: J# E, R9 S+ q3 k. p* E所以,这意味着我们的第一个文件从偏移0x240开始- x7 V7 s  D7 U/ S- i& M' |

3 u7 n2 f4 M5 G之后,我们回到列表里的第一个文件,看看这些未知变量。
: y& a6 U* c* o( \24 72 00 00 代表0x7224
4 |9 m0 [7 U' ?80 00 02 00 代表0x20080" ^. j* X0 k6 z8 r
40 02 00 00 代表0x240
$ }& M- q; H( K8 O& N' j! s: l1 b1 E+ \5 h! L( I5 c. U6 e
我想我们至少知道第三个变量0x240代表着偏移量
1 d+ i$ A3 ^8 \/ t那么,更新一下脚本:% a0 D3 j# R& g. W/ J1 @/ ^
! m/ i; w4 t) F& ?! s
代码:
  N. r4 I* y/ nidstring " PSH"
  `. u  I6 L( B( s$ S6 C/ C) f6 W/ Uget UNK1 long4 N0 s- v/ W# B5 |- M/ {
get FILES long
7 S  Y# c# u- k- qget NULL1 long% N2 k, q) u6 R8 k' L* Y4 N8 I  c
for i = 0 < FILES+ O( u* S1 [/ ]. P* ?, {/ d
getdstring NAME 0x80
- m" C+ M% v' C: U6 Wget UNK2 long) R$ x% y3 Z  v6 L% \- Y' p
get UNK3 long
0 a" H( w0 B) j0 g$ U4 |! cget OFFSET long% C# g6 d1 p6 a: j# J
clog NAME OFFSET ZSIZE SIZE & m! i& H8 k: j  ^( y* U
next i
' Z5 S4 z& l! v: c
! _, p3 q" U: I7 x$ p/ C$ F$ P, o好了,现在还剩下ZSIZE和SIZE
& X. ~6 _1 v0 M# a9 |( D4 f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
  X2 Z( T" }% a6 w4 K/ u0 ~2 C一个是0x7224,一个是0x20080; t# ?) k1 s4 q' E( K5 Q( @
显然,后者要大,于是我们这么改写脚本:  Q4 ~$ v0 o. Z* }0 q" H# w

5 r) M1 |; }- f4 A, \+ [( j$ j, v" x代码:
6 O9 u1 X+ @/ K' M) A6 Z3 I* Qidstring " PSH"- F, s/ Z; `. X8 V
get UNK1 long' k) a% \/ \' [' k9 D/ c' G
get FILES long
" a  k$ x- ^* q4 x5 p" f: P+ cget NULL1 long
- Q) k9 U, [2 u; B) `1 ^0 Pfor i = 0 < FILES" f% b6 X8 O/ ^" e
getdstring NAME 0x80
/ r! o6 i! L" w7 d5 Aget ZSIZE long- c/ |$ h1 \8 T' @6 c1 g2 \5 @( y6 t
get SIZE long
, z% H% T6 `5 `. Z0 nget OFFSET long
+ [+ V- h' {, S6 \, K- nclog NAME OFFSET ZSIZE SIZE
7 @, a8 [# W* v( d  T2 _next i
  w' Z1 t4 T; D# H1 y( G! H; c! A
好了,现在试试我们的代码吧。  C7 T+ ]& k' O8 |9 ~
打开命令提示符,进入到c:\\temp目录
% w+ M8 O/ H5 M; `$ }+ j2 A% F5 C1 \3 D! [
输入 quickbms.exe -l astro.bms BoneObject.hsp& v5 P* _7 Z7 G, ?% u* N( Z& P
他会列出我们的文件,没有提示任何错误
8 I1 v9 F# f0 R% `好了,现在我们建立一个目录 extract
! j+ i5 g) v8 f* \- q6 g, i输入quickbms.exe astro.bms BoneObject.hsp extract/ [5 w! D$ h4 ^

5 |4 l$ Y! v8 v6 H& x1 P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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