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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 |正序浏览 |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
) Y5 q6 ?( O8 d9 _1. to c:\temp
: Q% m" [: X- ^0 l5 Y2. create a new text document called astro.bms: }$ v) E% Y/ q4 x6 y
3. and place the newest version of quickbms in the folder also.
4 V6 u9 t" \8 S& f" a& s
( J7 S: A/ ?4 t/ t: q- yOk so open up BoneObject.hsp in your hex editor and lets take a look at it." U6 ^& d/ e$ x: F5 J$ q2 o. f
  
7 [" f0 A3 R7 D7 R; P3 X' Rgood we have some plain text.
; J9 Y5 n4 R: O2 C/ ^you will notice I highlighted the first 4 bytes 20 50 53 48 or " PSH" that is a space followed bye P S H.
, A( h6 v3 y1 Y6 r0 r! Shmm that seems familiar that is the file extension only backwards. this is know as the idstring
1 @$ I2 K1 \& j4 a$ i# R. Aso up until now you would think to write in bms
7 N/ a9 `/ }! [5 `get IDSTRING long
: G, n" E' L$ ~- y- s/ L) Wthere is nothing wrong with that but there is a better command
8 L7 D( i  U  aidstring " PSH"9 g4 g5 |/ q$ U
make sure you include the quotes.
  ~% f: y, i6 p1 ]5 pso open your bms string and on the first line type. @' A% p4 p2 [1 D4 C& z
idstring " PSH"
: Q% n4 P, i9 t: T2 x/ m& Xthe 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.. y* S) v9 d# _% q* F+ |+ k1 i( L
"aka noob proofing it"
$ ]4 u% ~8 b" W; ], j; V
2 E' J3 L: n1 POk so now lets look at what we can read I see
, Y& r; y, r* ^% DDatas\Texture\BoneObject\npc_nagoya_octopus01_body.dds , Datas\Texture\BoneObject\Toon.bmp , Datas\Texture\BoneObject\Toon_a.bmp , Datas\Texture\BoneObject\Toon_zero.bmp4 r# t9 L6 X4 G( i
so I will assume there are 4 files in this archive.
' o( T. A. `* X7 Lwell 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; i* ?7 ?, W( ?7 k8 t
so lets write that in bms language+ L% _8 B0 f8 n  b
get UNK1 long
' m  F3 W' y% e9 B2 Q" @# @! T4 U. ithis saves those 4 bytes as the variable UNK1.
1 \/ P" {  [9 ?1 e3 |& V# C' D
0 }5 N" {" N5 d- Qok the next 4 bytes are 04 00 00 00 hmm this translates into 00 00 00 04 or 4
2 D: `6 O: `; U) ?% _hey that is the number of files we counted so lets write that in bms" W6 v% k( h  D
get FILES long
- K) x7 E9 h( `, b/ qthis saves those 4 bytes as the variable FILES.1 o; J9 N8 W# E' I

/ o+ Q, Z$ }4 I1 c0 Mthe next 4 bytes are 00 00 00 00 well that is equal to zero so for now I will write that in bms
# @' i( m! F! W7 u4 D' ]* Wget NULL1 long
4 I0 X- u- q" K7 F. j/ S) Othis saves those 4 bytes as the variable NULL1
+ C4 a" U- m/ ~( G1 F9 E9 F: ]" s0 Y
ok now we have reached the first file name Datas\Texture\BoneObject\npc_nagoya_octopus01_body.dds0 T) K2 \4 o6 u1 M( J7 u9 r
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?
' ^2 M8 j0 K: R, }: P& z% swell lets look for a pattern$ {: B7 P* j6 P9 _
Datas\Texture\BoneObject\npc_nagoya_octopus01_body.dds is 0x367 E5 ^" Y, |: H( u& d8 C. K7 m
Datas\Texture\BoneObject\Toon.bmp is 0x219 f! P( p: P& H- v8 p
Datas\Texture\BoneObject\Toon_a.bmp is 0x23# [0 M4 K. N. Z5 b
Datas\Texture\BoneObject\Toon_zero.bmp is 0x26
9 V$ `; R# ^' c% [( a! O/ ahmm I don't see anything that makes that a pattern.+ q! u: B" I* 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 A/ [) }- a9 A' D& @Datas\Texture\BoneObject\npc_nagoya_octopus01_body.dds + 0's is 0x80' b: ]5 J7 N+ }4 E+ [
Datas\Texture\BoneObject\Toon.bmp + 0's is 0x80
& r& v" q& W7 {: fDatas\Texture\BoneObject\Toon_a.bmp + 0's is 0x80& m/ y& p0 D: j& t9 A  d0 u, K% Y
Datas\Texture\BoneObject\Toon_zero.bmp + 0's is 0x803 b. H0 g) B! w5 k' D+ P5 K5 G
hey they are all the same size when I include the 0's
/ a) x& F- T- uso in bms I would write this as
% J! L7 W2 O1 N# _getdstring NAME 0x80( u6 C: L$ U- o) _( _: o
this tells it to grab 0x80 bytes and store the text value of it
6 h. }: p5 p/ g$ G* z/ Xand as an added feature it will automatically remove trailing 0's * H. M7 n( f; _4 J! |  A5 f0 I
/ g2 S8 u5 M' @2 Q0 Y8 {5 `  \
ok so now we have 0xC bytes before I see the next file name
. e+ l% \2 p  F3 `7 Wwhich is 3 long values6 k" L# y* G4 n, ?
so lets write those in and we will figure out what they represent later.2 }1 P  B' e$ }2 g
get UNK2 long
' q. w# \8 a& @- P8 ~get UNK3 long9 @( I9 S1 d& D) b% U# H
get UNK4 long
6 z% D% J9 V: P" ^$ \% ]; L2 [7 b) c9 T0 r. R4 o8 E
ok so now we see the name again$ S0 B: z' Y6 \9 [9 M5 [2 n
we have our pattern so lets write our script based on what we learned
( r: a. H/ d- ]+ m/ a0 Pso it would look like this up until now1 r# o7 b' e' V! w/ |9 C

) K7 |2 F; a! x7 F* x% uCode:. C! l2 D* j2 M( C- W7 _+ l
idstring " PSH"
& |7 w: Q1 v8 g- Nget UNK1 long
: W& w1 f2 ~  ~  k* Z2 W0 Tget FILES long( m. B6 T0 n% R1 Z0 O
get NULL1 long, q: ^/ [) w& O7 U$ i
for i = 0 < FILES; Q8 ^1 P7 {/ J9 H0 c
getdstring NAME 0x801 ]8 I  o7 g) z! M! _
get UNK2 long; @0 Z$ ^# E- ]' c, L
get UNK3 long" l! l7 Q, z" {' b. k; J+ h
get UNK4 long
  ~9 s" _4 n+ p+ ]clog NAME OFFSET ZSIZE SIZE
- }' ?' j' Q- f3 J8 mnext i3 H: N$ j$ }, M; T$ N8 b: A

# a3 j3 e0 ]* u9 _+ T' K$ t  x* S+ i( R; ~. v: K) C2 k4 e* |' T/ g
ok this may look complex but it is almost identical to the first tutorial file except we added 1 more variable# E# j9 q7 f3 [3 m
ZSIZE this represents the compressed file size while SIZE represents the decompressed file size
/ s; s; F# j: x9 Z1 x$ n2 K8 Gand we also changed the log command to clog to represent it is a compressed file./ C+ W7 I' w- r0 Y* U
0 ]3 q: s. U* W9 x9 W3 G
ok so now we have our loop and the commands to extract our files but we still need to fill in the variables: n- [9 @2 H4 \+ c1 j
OFFSET ZSIZE SIZE0 A8 A( i) [; y
so that means our 3 unknown values must represent that but how do we know what order they are in?" P1 n& W. x3 ?4 D

' q8 Q, c% j! N# }7 j. K5 CWell 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" s' d& ~2 q+ p& |
then add our 3 unknown variables so that means we are highlighting 0x8C for our length. the first file is from 0x10 - 0x9B2 X9 f$ W* x# B3 |
so now do this for the rest of the files and you end up at highlighting 0x1B4 - 0x23F# B; w, y1 o" v; p; U- t' d
  
  W6 r7 j/ L: }8 ]  Aok so we reached the end of our loop now what?! B' t0 h0 J( Q% s. H4 o: @0 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.6 {+ f# ^0 s. ?+ G2 L
78 9C represents the standard zlib compression header 3 n3 f# E1 \3 f2 a6 X: ?' |
ok so this means our first file starts there which is at offset 0x240
( x0 m4 S6 g3 `' {5 N1 @$ e7 v% q% w/ l
well lets go back to our first file in the list and look at those unknown variables.; I( d" L# _7 n; s+ \' Y% y. z
24 72 00 00 is = 00 00 72 24 = 0x7224
- A) z4 R' O$ ]9 A80 00 02 00 is = 00 02 00 80 = 0x20080
" f" r, ]+ r- ]* {3 {1 C+ z7 o. Z' r40 02 00 00 is = 00 00 02 40 = 0x240
3 s2 _+ s1 l3 GI think we have a winner so the third variable is 0x240 aka the offset0 f' x- s' P/ M" R: |# I$ s  n
so lets update our script, }; \. E* A0 p( E1 N3 s9 w1 O- {& N

( }; h. C. b+ p6 }
: t- T/ S& J9 E/ |# W: Z# S8 eCode:5 U( H4 b0 L% X
idstring " PSH"
+ t: x; v+ f& z& L( cget UNK1 long
. @, V, ~' ~) D+ P6 d3 \+ g2 _get FILES long
- I4 B- c0 z1 ]+ _, u' [get NULL1 long- p6 s& _9 \7 D$ x) H6 F
for i = 0 < FILES
. L+ e* n2 [0 b) d% \9 M/ L: Tgetdstring NAME 0x80
) T( x5 E% g9 zget UNK2 long8 B( I! `: i' }3 t
get UNK3 long
2 J0 `1 w: I9 _get OFFSET long$ K; G8 L/ r& \8 h, f  b
clog NAME OFFSET ZSIZE SIZE/ S7 Z) H# J7 Q9 A% {& |: k
next i& C( i# s1 F1 F8 e% Z

7 }! y% f, |9 Z+ n# |: Q9 b( h( v6 b9 Q' z/ o, {3 Q
now that just leaves ZSIZE and SIZE* a0 b! s# S  v/ l4 S0 I) C9 k/ ?
well bye process of elimination the decompressed file must be bigger than the compressed file so we compare the 2 variables
( k8 n6 c$ O7 b24 72 00 00 is = 00 00 72 24 = 0x7224
+ ~) v: J  o* r6 s7 C2 }+ l80 00 02 00 is = 00 02 00 80 = 0x20080
+ i# b8 ^3 m9 t. @$ K' s9 W$ o" i9 Lwell 0x20080 is definitely bigger so we now know the last 2 variables
: y9 }. s2 T$ T8 _# z2 v
+ g) p: Y; S! _' n7 ^1 D9 a( ]+ s: ]
Code:9 @9 z$ c$ n2 d. t
idstring " PSH": o8 U3 G3 E9 p* W7 z
get UNK1 long8 E  p$ ^* g5 M
get FILES long
: S) r* c& L5 ]5 X- A: I) Nget NULL1 long
1 ^: b- v" I1 r. m# d. }! m) tfor i = 0 < FILES; h. U- Q9 M" [& u; ^" t
getdstring NAME 0x80
$ w5 |8 p" J. c1 x, x% E5 vget ZSIZE long9 Y: W. B) X  y) _' c0 v: h7 \
get SIZE long
4 J" e: S9 A4 u" _, Zget OFFSET long
: Y( V# e8 i" h# g. iclog NAME OFFSET ZSIZE SIZE
8 [. D/ Q- @. z( X1 J5 F2 V0 \0 j+ Vnext i4 P8 j' q: l) D% V
; N; f! s, G  ^% {5 s( q

# A  Y0 G/ V5 \8 _  y5 `- mnow try our code out on the file0 o* B$ D/ ^0 O  l% b( o8 C: {
open the command prompt and change to the directory$ a: W, h: v1 {: T  s7 `, J
c:\temp
' B3 G! p- P' d; l2 \7 p- K. ^9 Gnow type4 B8 r# f4 |& ^9 [8 o
quickbms.exe -l astro.bms BoneObject.hsp .
& i: N* C3 b# O2 e8 ^yay it listed our files without any errors now lets try extracting them
/ _  L" a" C$ a. Q# M1 G0 i! `9 hcreate a folder called extract" m/ W2 B( c+ V, n# ~) g! r& m7 Q
and type0 Z: d7 {  `; \: Q0 t$ p, j6 x* B
quickbms.exe astro.bms BoneObject.hsp extract
: @( v/ T0 |& w4 ?! J' p  Gif we look in there we now have folders and in those folders are 4 pictures
' z" A4 l+ T' l$ c( s+ \we did it.
& a. C+ p9 u1 N( r& R5 |% C* @; f3 l# C) y" c% I/ |
Let me know if you want more pictures or any way I can improve the tutorials.
$ ^* C, O; S* w$ s
4 R  F* R+ U1 n) Q& |7 Q  p% L$ [+ W" d4 z! T
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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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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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
1 u$ D# e0 O  D- o0 V  s——————————————————————————————. U0 S2 G8 ~5 X2 }! {. |+ I
建立一个目录C:\\temp来放我们解包出的文件: u* m" f, O" I1 O3 d& q
  N& B( G9 H" a( m9 _- }/ N
1,进入C:\\temp文件夹! @) P) _) L5 f9 |4 M! u
2,建立一个新文件 astro.bms(QuickBMS解包脚本)
; Q% x& y% ?9 @+ b3 W3,把最新版的quickbms也放到这个文件夹, y7 g' J& V& k6 a5 D. B" p) e$ K) c

# M, F3 c. L1 q6 i* Y* i现在,用你的十六进制编辑器打开BoneObject.hsp,来好好观察一下5 Z7 W) e' {6 _# l% k2 Q
(图)& Q0 l% C" m' [) X, T& h
# s. k8 S& A2 i+ q# {
很好,我们看到了一些清楚的文字
% a. `# }0 Q  j, ~) c4 j- W  \4 Q" J: o, E
你会注意到最开始4个字节20 50 53 48,是空格跟上PSH  P$ d/ ]( y. Q7 g9 l7 [+ h6 P
看起来就是文件后缀名的反向排列
( F- F& G7 z% V8 M
9 R9 L' `) Z& Y这被称为idstring(标识字串)1 @* w1 ?& {" Y$ `  w! A
所以,现在在脚本里写上一句
2 y3 B  \% N7 T/ |* u
* N+ }4 i' d6 w& b- d! |get IDSTRING long       (将四个字节(long)存为IDSTRING)
+ _* S) n! p! W5 s) R
' k5 |: c4 a* h7 `4 d这没什么错误,不过我们有一条更好的指令
) Z( f' n  C/ D- U1 V) J) }" [! W& U
5 E0 Z* Y2 t. N& e5 X. vidstring " PSH"        1 k5 M3 r- B, N6 f% x' q0 ~, P% j

+ m7 J5 Q3 C7 Z  j* O8 B  Y8 z确保你没漏掉引号。  e; x( M8 V% W" L9 _; m9 a) G

% ~5 W4 G/ S# Y1 C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 u2 q4 R8 i- m7 x3 B1 o
# k4 @/ \  e7 G, I7 }) c2 Q之后继续观察文件,我们可以看到. C/ k& A$ g: ^# h, h) t" w: N
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 ) s" D+ {/ L6 s/ ~
所以我假设有4个文件在这个包里。4 W1 t. K2 q2 L: c9 p- l% b; A
1 g7 w" f) H5 i, T* g$ u$ O3 Z6 s5 r
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8 b, Z/ m2 x" L5 q

* m& e( B( P& X: _那么我们在脚本里写这么一句
0 N) y6 L! s4 ]% t+ b1 ^
( c$ Z% g, y1 I. @get UNK1 long( ]& m1 t) Q% e$ B/ U$ U! l+ V
这句指令把4个字节存为变量UNK10 r- L6 z( g" `2 m; e* R, W
- O+ }6 m7 U0 k- V
ok,之后四个字节是04 00 00 00,就是00 00 00 04或者4) V1 O7 i/ P0 \/ |! `7 d7 |
这就是包里的文件数量,所以我们在脚本里写这么一句:0 G9 p9 n) L# T: p  q5 p

3 A! [$ E8 f% \9 Aget FILES long
8 o! F" }, Y/ l- ]! B! h  d这一句把4个字节存为变量FILES
' c5 c: X# H. J: ?/ t' h1 {1 N8 \8 }) T; H. w8 @8 ]3 |5 e' z
之后四个字节是00 00 00 00,嗯,那就代表0, p. ~) S* d. i. B
于是我们这么写
) a. ], T# p0 V' o' F7 A# J! ]5 J
get NULL1 long
# x4 ~' R0 O- t' f7 R把这四个字节存为变量 NULL1/ K' E* y% R( x& ?6 m& Y! o

/ @3 b$ H  z$ f好了,现在我们到达了第一个文件的文件名部分& v) P; B8 N/ b. I* ^7 Y
Datas\\Texture\\BoneObject\\npc_nagoya_octopus01_body.dds; z% Q: W: W; `- E
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?
& C+ B" k, x0 S9 t1 g
6 M+ ]  y! x9 Hwell,我们来找找规律
$ f/ p. P2 Z4 y2 q$ {' |# KDatas\\Texture\\BoneObject\\npc_nagoya_octopus01_body.dds is 0x36 % [" U$ C9 ?* J6 ?5 ]
Datas\\Texture\\BoneObject\\Toon.bmp is 0x21
; [* ~2 D, |7 N" `% jDatas\\Texture\\BoneObject\\Toon_a.bmp is 0x238 u7 \+ t9 |1 X7 H# E/ c. {* ?
Datas\\Texture\\BoneObject\\Toon_zero.bmp is 0x264 Q+ z  f: l- q6 E6 O
: G3 l1 {+ E8 W
看起来没什么规律,呵呵
: ]! T; j; _8 B9 T& \) F  X; O* e8 e( F
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?
( K5 w9 {+ m! X! Y) d* i* u* u5 V. p
, D1 b+ Q9 ^( n2 zDatas\\Texture\\BoneObject\\npc_nagoya_octopus01_body.dds + 0's is 0x80   % P9 I$ Z! d" w
Datas\\Texture\\BoneObject\\Toon.bmp + 0's is 0x80
/ w# F" V. h+ z/ `4 Q# n8 ~5 @Datas\\Texture\\BoneObject\\Toon_a.bmp + 0's is 0x80' c% t- b/ E7 U. Z& ^
Datas\\Texture\\BoneObject\\Toon_zero.bmp + 0's is 0x80
, g5 V( {* r- D3 {! G
  X5 @; L$ Q( J! M8 J# S$ i6 {' F嘿,看到了吧,他们的长度都是0x80
3 N' z2 a1 v, U* }- _3 j4 V6 D* t5 k所以,我们在脚本里这么写& f- N6 i9 a) n7 D+ [6 W' \  T2 @
getdstring NAME 0x808 M! o- M3 e- X% W

* N$ r* t% }" G  ]% w6 [: V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' n% J5 P7 D5 {8 b2 Z

: d( F1 p! ?- Y2 j0 {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
! N# b! f/ _# r1 |+ n# G- X我们暂时这么写,之后再来搞清楚他们到底是什么意思
( M8 n1 k, B7 t/ v  lget UNK2 long% N+ R0 ]' d$ }" E
get UNK3 long* Q0 q3 K. A; Z" J- F# e* L: H7 n
get UNK4 long/ A$ A. v" J' A9 r5 Y+ X% G1 L" t
9 P  n1 O, e' |$ \2 h( I
那么我们现在又看到了文件名
& N& k4 z; U) P0 P2 |: w现在,我们找到了规律,所以按我们之前学到了来写脚本:
! `2 F+ T& G8 o! ^* R. V( ]& {/ M8 _& Z' G2 g; ?! X  P
代码:4 z4 i/ o( F7 Y) P  D
idstring " PSH"6 M! ]9 _3 W# I! v  Y+ Z# H& Z
get UNK1 long1 ]& L  A9 e. L# X: g# N; f. X6 m
get FILES long
( d) M7 _" [) K% A1 A  `get NULL1 long5 @. l' Z# j( f) m
for i = 0 < FILES
- u" h$ [9 d, @4 X  I( J. E2 j1 ngetdstring NAME 0x805 J1 u. U/ K% R; O3 j! t
get UNK2 long
1 ~7 K4 M: Q2 X0 @. U: q  Aget UNK3 long ; j! G2 y' K8 k( V& x- `4 t* k
get UNK4 long
: s: v& j. W- {; `1 P" A' i* p% Uclog NAME OFFSET ZSIZE SIZE
2 F' r4 c0 X1 c$ n' v# A3 Enext i# G; J! O& A$ L% P/ F" K8 u; O
, u! L/ G* E, E2 f& ^! c1 y  N/ x
ok,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( z* \; u+ K! J( O0 d6 `3 ~( ]
我们同样将log命令改为clog,表示这是一个压缩过的文件。% y# b1 y; e' _$ H+ C

9 h/ u. h  F1 i/ a7 n. ^- j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$ y! W; `5 Y8 ]' x4 s
OFFSET ZSIZE SIZE
' l' ^9 M7 B, u
. |* T% F3 c) x  t/ _9 }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?
; x: [" O/ O; ~5 ?+ J. D/ }4 h+ B% ^9 }
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。) o: w/ F; u! j" T0 u
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。
' b, {1 \0 ]! A: @3 {% O78 9C 是标准zlib压缩格式的头部标识
; z* B* H: ?: r' S- I! B4 \3 b, p( i5 n" v
所以,这意味着我们的第一个文件从偏移0x240开始
# U5 x1 |# p6 Q1 _6 {7 u' H: M& P+ ?: B' M* v0 N
之后,我们回到列表里的第一个文件,看看这些未知变量。/ n, E( |- B. p3 X
24 72 00 00 代表0x7224
( H. U+ Y0 ]3 h$ s8 A' R. v3 n80 00 02 00 代表0x20080
3 P& X) K+ W( q* z- _  s  H0 _& r40 02 00 00 代表0x240. \. K' P, C) ?% e
) M# L9 J+ |1 d, W
我想我们至少知道第三个变量0x240代表着偏移量( W, R7 K7 Q& c( B" V
那么,更新一下脚本:
. }0 y) m* h" }/ u! r& [3 A% `) B7 h, q6 j
代码: 0 z( B# G1 T. c* Z- G/ O6 w
idstring " PSH"
1 G( t8 O) s; S: E" U" vget UNK1 long% j6 O- U9 n' a3 V- e4 A. k
get FILES long
$ Q; n0 q" Z+ z9 b  `' R5 Y5 Vget NULL1 long$ [; ^5 y8 x  B+ s
for i = 0 < FILES
3 i) J3 B. V8 ^getdstring NAME 0x80! c7 S4 b: {, B& l# L
get UNK2 long8 A5 V2 I4 V. }5 e* c7 M4 {
get UNK3 long
, E/ n: _# K' J% l: }get OFFSET long5 d' M' y1 h- j6 m! D
clog NAME OFFSET ZSIZE SIZE 5 {* K* \% I5 Z# E! P2 W
next i
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; q- ^1 K- ?. F好了,现在还剩下ZSIZE和SIZE5 U0 z) [2 v2 M1 Z; y' }
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# j+ s6 u4 t7 ^
一个是0x7224,一个是0x20080. o" w8 N0 C. k
显然,后者要大,于是我们这么改写脚本:
& Q* K# B+ _1 q/ x- m( B& `$ E8 v  I: k4 ~
代码:
) g9 R* J2 p- e( ^* vidstring " PSH"( \" T, v, W9 U
get UNK1 long" f; y/ c0 e# W
get FILES long
5 Y6 X6 P7 o" q$ Y/ a! y* f1 Yget NULL1 long, V! ~- T6 p; k; C1 j
for i = 0 < FILES
* ]# T/ P7 C% @3 ]$ U7 h7 s0 wgetdstring NAME 0x80* w$ k6 H' Z* Y) {: N- I# Q% l5 Q
get ZSIZE long
% q/ A8 F. t$ Q: o! c6 m- `) Nget SIZE long8 |: F9 g  l. w  [
get OFFSET long
1 P/ c! y. `! D5 o: b6 _clog NAME OFFSET ZSIZE SIZE
4 H" L: K+ e, T2 G. Nnext i3 ?2 b5 v, S: h% @# o
  k5 O2 t/ n7 p) n( n
好了,现在试试我们的代码吧。
; ?: K+ Q) h& m4 {打开命令提示符,进入到c:\\temp目录
; |# u) ^0 q1 R# Q9 S
8 _8 X$ e+ q' H4 |2 l0 F& W. \输入 quickbms.exe -l astro.bms BoneObject.hsp
' B* ]8 Y! o8 Q4 F他会列出我们的文件,没有提示任何错误
' ~6 ]4 u- j4 P2 K好了,现在我们建立一个目录 extract
, d- L+ H7 f* }5 m0 w+ \输入quickbms.exe astro.bms BoneObject.hsp extract6 u( p8 N8 [! n, P3 u5 E( W, \1 F

# Q$ V4 V: C0 u( N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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沙发
发表于 2009-9-9 21:53 | 只看该作者
cool turotials ,thx!
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