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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.hsp3 C# e! X* e+ j4 g* r: f% d3 C/ J! B
1. to c:\temp# ?( h  R  E; k
2. create a new text document called astro.bms3 T* _0 o8 v+ Q* ^  B5 S% Z
3. and place the newest version of quickbms in the folder also.. J& r4 S$ h8 V6 `, B4 v5 T3 t, X# T
2 ~, H8 F2 C: F: r+ N2 t
Ok so open up BoneObject.hsp in your hex editor and lets take a look at it.
: E  H* F/ q; Y3 R$ R4 p% z  ) c( o5 k  {8 x* d# D
good we have some plain text.
7 q% R: E- t7 Lyou will notice I highlighted the first 4 bytes 20 50 53 48 or " PSH" that is a space followed bye P S H.
& ]% J& _' o( K( J5 @hmm that seems familiar that is the file extension only backwards. this is know as the idstring  `1 d5 f3 ~) x' Q
so up until now you would think to write in bms
0 k' J8 V! `1 b3 s# b% xget IDSTRING long' p: N# x$ _7 W- f: _/ |) A
there is nothing wrong with that but there is a better command
, R' X8 T( n/ z8 e' A* X5 m5 J2 Hidstring " PSH"
! E1 f+ V8 X. z' i7 W- V( v+ u+ emake sure you include the quotes.& O2 Y  S. A) n+ y2 S& I
so open your bms string and on the first line type
9 B& @1 D5 l6 ^( ?. W; fidstring " PSH"
. T1 ?6 R* O5 ^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.* J% g2 T% v/ J
"aka noob proofing it"
% a* _, K2 B* [7 `) [0 G
) \% I* Q: k1 V" P1 bOk so now lets look at what we can read I see
) ]/ I" C5 q& b: XDatas\Texture\BoneObject\npc_nagoya_octopus01_body.dds , Datas\Texture\BoneObject\Toon.bmp , Datas\Texture\BoneObject\Toon_a.bmp , Datas\Texture\BoneObject\Toon_zero.bmp
6 K! ?$ v1 x2 |' Iso I will assume there are 4 files in this archive.; z" s6 V0 _! @5 l' p" q
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 represents5 h9 w0 U7 R, B" t- ^& [5 b
so lets write that in bms language* g6 H. V! G; K2 [2 Y, u
get UNK1 long, u- ~' X8 Z2 k, T8 ~
this saves those 4 bytes as the variable UNK1.
0 n: M8 M& s: N6 d0 E
) L8 W3 m* p9 d0 @ok the next 4 bytes are 04 00 00 00 hmm this translates into 00 00 00 04 or 4" p7 g, y9 S$ o2 ]3 a) f$ F6 P
hey that is the number of files we counted so lets write that in bms
! l$ \" X% E+ dget FILES long. I# U* ~7 u: O4 S( O+ p- Q
this saves those 4 bytes as the variable FILES.
" R% N: ~4 F% S9 y) h2 ], D0 b5 C# {  K/ N2 b
the next 4 bytes are 00 00 00 00 well that is equal to zero so for now I will write that in bms: o0 n! j$ [# K* A& e( m3 J! |
get NULL1 long' k. U1 w5 d9 D, i. z9 d
this saves those 4 bytes as the variable NULL1( _( k0 U* k8 U. P  q

5 C4 ~+ \6 y6 j9 d. Y' wok now we have reached the first file name Datas\Texture\BoneObject\npc_nagoya_octopus01_body.dds
8 D; F3 T1 s) c5 Ythis 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?
% x/ q  C& w5 m; T/ J4 Z; lwell lets look for a pattern
6 D. h8 H5 M5 i5 LDatas\Texture\BoneObject\npc_nagoya_octopus01_body.dds is 0x36
3 U# O" ^" g  F' p$ rDatas\Texture\BoneObject\Toon.bmp is 0x21
0 B5 [/ p9 A! G! iDatas\Texture\BoneObject\Toon_a.bmp is 0x23" H$ H7 }0 G! z0 q5 o7 a
Datas\Texture\BoneObject\Toon_zero.bmp is 0x26
5 S; |* `+ O" A( Y3 w+ Vhmm I don't see anything that makes that a pattern.6 E# }% G( j2 w1 V2 T6 X. h# n
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?) f. ^- @& _9 S, u$ f' @
Datas\Texture\BoneObject\npc_nagoya_octopus01_body.dds + 0's is 0x80" H, b- w0 X# g7 m  m' T) r* Z
Datas\Texture\BoneObject\Toon.bmp + 0's is 0x80$ R# n/ L+ @/ e* P" j- P
Datas\Texture\BoneObject\Toon_a.bmp + 0's is 0x80
$ r' W  b2 u; N) F& T' H  @Datas\Texture\BoneObject\Toon_zero.bmp + 0's is 0x80' m9 E2 h( ~4 c( F
hey they are all the same size when I include the 0's
' Y( b9 b: A  s! Aso in bms I would write this as+ X4 z5 G: l/ x# J9 O8 B
getdstring NAME 0x80
% R4 E' w$ F8 J2 r. r) h& Sthis tells it to grab 0x80 bytes and store the text value of it- ?: a) q/ Z4 i: O9 Q" g
and as an added feature it will automatically remove trailing 0's
! e0 z3 c7 U" X7 q  ~4 N/ u) k
/ Z& a$ {% f) o" R! ]! \+ E" Z: [ok so now we have 0xC bytes before I see the next file name- `0 n9 V! @+ G7 j, h
which is 3 long values
. k' E4 h* X! N* C  ?& T2 nso lets write those in and we will figure out what they represent later.; ~; D% ]% m/ Q3 p. O) X) i% {
get UNK2 long, Z2 w! k+ j+ f  [7 S$ s) A( }: E) Y
get UNK3 long
6 X" J- ]# c, I: Y* kget UNK4 long
) P1 A9 t- N" X8 _) J: M, s8 W1 P. e! k9 E  U% z; b5 o" k; Q! u
ok so now we see the name again
' X' G- B) m! |we have our pattern so lets write our script based on what we learned
4 w; B& d; B& t1 Z: c7 Tso it would look like this up until now
( q1 o# h* X) k6 c4 G5 Z; y8 _3 D5 `/ d( @7 G4 a' ]9 T- l
Code:
, b' _) g# t3 u& Lidstring " PSH"9 a1 z  [. P2 W: @' t8 p& i
get UNK1 long
0 ?2 G% z! f) Z& R) }get FILES long
, {5 H) A% @9 T" k8 ?+ ^5 U: q5 Bget NULL1 long. Y  f7 E2 t2 z8 ]4 p1 y7 d
for i = 0 < FILES
) P1 ]0 r, y; v0 k6 @$ n9 m, Jgetdstring NAME 0x80
) u' \- E: `8 H" L* x  Fget UNK2 long0 w! D2 l, r: [4 }# A  y
get UNK3 long& u3 S0 k' D9 _6 C
get UNK4 long3 d' n0 V/ X$ N/ q9 ~3 A0 N- @
clog NAME OFFSET ZSIZE SIZE! I1 B8 h5 A2 q- I
next i
; P6 H; H. n/ F0 `3 S& v
2 {7 Y' d# y2 N% ], [% n) [, [/ o8 S% u+ v$ m8 h- D
ok this may look complex but it is almost identical to the first tutorial file except we added 1 more variable
3 g/ R* x* g+ _7 n# ~, u6 |ZSIZE this represents the compressed file size while SIZE represents the decompressed file size
* k/ {" i$ X, |$ r7 ^4 o( |and we also changed the log command to clog to represent it is a compressed file.
  u" m/ p3 b; `5 R
. A, p5 k9 D. E9 N7 H% T! U; zok so now we have our loop and the commands to extract our files but we still need to fill in the variables
# Y* L. V! U- [$ W1 S0 [9 COFFSET ZSIZE SIZE: _% P/ u6 F9 j
so that means our 3 unknown values must represent that but how do we know what order they are in?
, B' @. \4 Y7 c+ g6 I" M! U% @7 e% p7 Z* u9 v. W
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  ]) H1 x1 b$ |- M. V  L% |3 r3 a# E
then add our 3 unknown variables so that means we are highlighting 0x8C for our length. the first file is from 0x10 - 0x9B
! L! w: p4 y& {6 ~so now do this for the rest of the files and you end up at highlighting 0x1B4 - 0x23F/ y6 \; J& ~6 }
  
" l8 v) e! S8 M- Q# b5 U' s, c8 mok so we reached the end of our loop now what?0 i! s  [2 E% `0 d; y6 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.. L- g' T8 g, v$ |* N
78 9C represents the standard zlib compression header & s3 `! h5 s7 c  L
ok so this means our first file starts there which is at offset 0x240
7 t2 q' h1 s. l9 R9 J/ @8 E' ^8 k
well lets go back to our first file in the list and look at those unknown variables.6 [& A8 C: p- u5 d4 d) V
24 72 00 00 is = 00 00 72 24 = 0x7224
  F6 K0 H& p* l; I- Y80 00 02 00 is = 00 02 00 80 = 0x20080
1 r) Y- ^' Y$ O1 i- Q40 02 00 00 is = 00 00 02 40 = 0x240
5 ~2 e5 ~" q1 N1 v/ ]+ \- }I think we have a winner so the third variable is 0x240 aka the offset
$ v  e. l8 V# w/ ^9 i9 `; Mso lets update our script8 t- _5 k7 d3 ]+ Z) \2 R

4 Y7 ?( Q2 u  H8 @' b7 m
' b) S9 x6 j. \' H3 s, e3 RCode:& l$ T6 O) P9 m& R0 J
idstring " PSH"
9 d1 V- e" G' b; n& Q3 ]3 `get UNK1 long3 L% ?' t! i" ]( b  H1 t7 r
get FILES long# ]1 _7 X. ^" E! U1 P
get NULL1 long9 A* c/ `! I' I2 l7 V9 e
for i = 0 < FILES' x- K& N5 S/ s6 j, J$ D
getdstring NAME 0x80
+ @: ]2 p" I7 G. cget UNK2 long% t( {  z& T3 U; j. I8 W
get UNK3 long
. _: [5 T0 x7 c0 |get OFFSET long
5 M5 B+ D: O. Bclog NAME OFFSET ZSIZE SIZE5 m/ i' w# I% P% G: M5 ?" Z$ L" j+ x
next i9 D9 w7 T; q) M- m2 o4 G/ t! N8 f
/ {6 c. Z% }: P

0 h9 h# ?* j' O. Z: ~now that just leaves ZSIZE and SIZE2 d3 i" P- ^7 Z# [: t
well bye process of elimination the decompressed file must be bigger than the compressed file so we compare the 2 variables" i0 X5 T- Q9 J+ R- `$ l+ Z/ L
24 72 00 00 is = 00 00 72 24 = 0x72245 J1 F4 `0 |  q  R
80 00 02 00 is = 00 02 00 80 = 0x20080
0 a6 g: }) n2 w$ Y% J/ [5 x  `; Wwell 0x20080 is definitely bigger so we now know the last 2 variables
9 b) y/ c# O0 R! K! X0 |8 H/ ?) E8 u3 }
8 U  Y! D9 \8 W/ T7 Z
Code:
! |  v7 B8 C* C# I6 C: oidstring " PSH"
. A. y; s! R7 j0 ~get UNK1 long' R% B) q# x, _: G3 K8 D9 @; ~
get FILES long
+ x0 `$ b5 o7 }get NULL1 long
% W. p4 ?1 h0 c2 Mfor i = 0 < FILES
$ }& Y5 E/ ^5 ?getdstring NAME 0x80
3 r( u$ r; k# C( G6 q7 B( p; Jget ZSIZE long
5 J! U) \7 j4 p1 D  Qget SIZE long
' m- M% ^( X, |6 o% sget OFFSET long
" @% R: _" E, m+ fclog NAME OFFSET ZSIZE SIZE
, e  P8 F$ A' R  a; |0 cnext i6 R* v8 Q0 `% F; ]+ {* _

$ S& J0 q( |  y$ |; ?% f
* `; O# I5 v: a8 Hnow try our code out on the file& o0 d: Q! R* I+ t* r
open the command prompt and change to the directory
% ~2 G& [, l+ O' q) e9 Sc:\temp3 s, v% M# a/ V/ ^! }* y
now type
$ r' s: k; V; H8 b( L/ n$ S4 Yquickbms.exe -l astro.bms BoneObject.hsp .
& L+ f) m  \! R, a7 _# [" W- t8 Ayay it listed our files without any errors now lets try extracting them/ P6 O9 d1 W. x' y" ]& T
create a folder called extract/ B* J- K6 h! P* j! O* G0 y
and type) [( P: Z5 z/ |3 ~
quickbms.exe astro.bms BoneObject.hsp extract5 b" K1 u: C: U, S; V
if we look in there we now have folders and in those folders are 4 pictures % T) P/ D/ a" q" x. a
we did it.) c0 q# k+ h0 |
, g1 w8 @7 }$ P8 R5 f& t2 ~
Let me know if you want more pictures or any way I can improve the tutorials.6 i, x. y. Z6 M
7 I% G; T* t+ \* b% Y6 x
! ?5 r8 n+ L# M, @# D# U
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/ U* `5 @/ q5 W! h7 |" H
——————————————————————————————2 b6 c4 J8 n, F4 \
建立一个目录C:\\temp来放我们解包出的文件% R) P0 ?. N! T) r# i: Q- V' G& g
2 S( p  F- b! b: Y( i
1,进入C:\\temp文件夹
; a# _' a3 t2 d- d) y2,建立一个新文件 astro.bms(QuickBMS解包脚本)
$ B. _0 ?) \0 c: v( k! O3,把最新版的quickbms也放到这个文件夹
1 n6 m- ?) ]' A1 B0 W& L8 y$ C$ L- @& I
现在,用你的十六进制编辑器打开BoneObject.hsp,来好好观察一下  z5 F& U  }0 I$ [4 B: G- r
(图)
8 Y( X  _& c. H% k: m
) z" P3 y' }# F8 E# T7 F0 t, V很好,我们看到了一些清楚的文字
: Z5 F* q: l# ]; G3 N
3 L: e2 W9 B) v0 e$ f# o& J. d/ c你会注意到最开始4个字节20 50 53 48,是空格跟上PSH
8 {+ w; I# G4 v0 d! h3 M看起来就是文件后缀名的反向排列& R9 O- \( i5 Q0 ~1 `0 p5 a
1 {1 c1 v! |7 e: K/ z2 h0 q
这被称为idstring(标识字串)/ `; t$ ]* g+ Q- ^( b$ U9 q
所以,现在在脚本里写上一句% h, j- T; x7 f# v/ M  u( x

: ]2 z* M' a9 f- n- v2 [7 ~& t* L7 pget IDSTRING long       (将四个字节(long)存为IDSTRING)( L& J4 n7 O7 |- [4 Z  L

( R4 f0 M# G% Z; i这没什么错误,不过我们有一条更好的指令
1 R) Y$ c1 t3 G. f  I0 I- T5 }* w1 ]1 O3 U5 @6 U
idstring " PSH"        
$ _: F; h5 `7 i  @  {6 Y- d. _! t$ B
确保你没漏掉引号。& Q5 y0 X5 R1 C' d) A- }
7 H9 _# p- I1 y2 s' d% B' r
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。
8 t4 t2 U: v8 l- s- W2 u" S9 G7 a  r( ^0 W4 a+ Q% R0 X
之后继续观察文件,我们可以看到5 I0 n7 \) `0 l' |
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
  _. M+ X5 ^0 N  D7 p所以我假设有4个文件在这个包里。
, r( c6 e1 K! w' y# J& }6 }! v/ m7 ^) L% T
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. |7 L8 S. _' c2 R* h% _- b, j
4 P! @, M9 E% g
那么我们在脚本里写这么一句
& k) b; T+ @+ j* ^4 N6 s4 L$ I. G( n, k3 `  t
get UNK1 long
, [5 D( y  K- D, a+ p这句指令把4个字节存为变量UNK1
' r: C1 S/ m$ ~$ r2 h8 s
* _# F$ m2 f7 g: ^$ C5 yok,之后四个字节是04 00 00 00,就是00 00 00 04或者40 h! `. j) |+ u
这就是包里的文件数量,所以我们在脚本里写这么一句:' D' M6 X8 Z4 f+ H  q& T6 l) F2 u
* v- ?4 ^$ ^/ O7 _
get FILES long. x! s0 J( K, C
这一句把4个字节存为变量FILES+ i9 d- n: I) t2 T

  a$ j: ~: R2 L' j之后四个字节是00 00 00 00,嗯,那就代表0. u$ @- P3 U/ Y: H" I, w) a: b
于是我们这么写. v3 o* v7 ~" r: Y
, h: d! p# X" i3 Y& c
get NULL1 long
8 m# A, n- p0 s$ Q9 z6 _& `把这四个字节存为变量 NULL1
' `9 W( @3 t& y5 r6 V8 s0 y' j$ N" o* h  M: m
好了,现在我们到达了第一个文件的文件名部分, e" [5 B2 i6 g7 d6 |4 e
Datas\\Texture\\BoneObject\\npc_nagoya_octopus01_body.dds0 i5 F) Y% |$ u+ a- z
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?
; x: V) O! N7 O1 F& m- b$ N) N; w: R
well,我们来找找规律
) ^: `1 `' a* A, b! QDatas\\Texture\\BoneObject\\npc_nagoya_octopus01_body.dds is 0x36   @! \* v! k. b" J
Datas\\Texture\\BoneObject\\Toon.bmp is 0x21
; @. U( e: S* f: aDatas\\Texture\\BoneObject\\Toon_a.bmp is 0x23
4 ?! t1 @2 G  {' a- p9 s5 u2 \Datas\\Texture\\BoneObject\\Toon_zero.bmp is 0x26
/ l/ f) K/ p9 `1 d
0 m2 A! R  p# w' ~( H看起来没什么规律,呵呵  R; H. U+ C' `9 B% b9 \

8 A! ^9 P9 {2 B9 x& w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?
  p. J! W0 x0 ?; b: d% n; P& `5 \; S- Z: b5 `2 }  |; A
Datas\\Texture\\BoneObject\\npc_nagoya_octopus01_body.dds + 0's is 0x80   * \+ E) c, N7 \5 r
Datas\\Texture\\BoneObject\\Toon.bmp + 0's is 0x80 ' F: C3 r9 t. @: z5 ^2 g3 M& y
Datas\\Texture\\BoneObject\\Toon_a.bmp + 0's is 0x80
& K- }5 ?! s/ S0 e& O4 ^7 ?Datas\\Texture\\BoneObject\\Toon_zero.bmp + 0's is 0x80" Q8 U- k) O1 Z+ @, ~
! ?! f( d  a1 Y. a2 d1 Y* h( e
嘿,看到了吧,他们的长度都是0x80
1 j# ~# C5 N1 C3 c9 Z+ P8 }所以,我们在脚本里这么写
" ?# l3 x; V: o+ x2 G1 x- _getdstring NAME 0x80( {1 q  \8 a) j  n+ W1 a
% i5 u% g% N5 g
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$ I, v6 D6 o6 P6 n3 T" J

- a! x. y; P# wok,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# i6 P% ~! h( v  Y( D0 j8 s6 k
我们暂时这么写,之后再来搞清楚他们到底是什么意思
  X% D. y1 G" c! q) |: P6 Zget UNK2 long2 o4 g1 T# u2 e4 J
get UNK3 long
  N, h3 W$ b9 ^0 q( Hget UNK4 long
  H# e5 V6 h" r9 G( z& `
1 y* ^( C- Z0 J# w1 J1 s" u那么我们现在又看到了文件名
- o$ H( K3 K2 [6 p6 g6 P现在,我们找到了规律,所以按我们之前学到了来写脚本:5 z; x9 Q4 f; Y5 c
; o+ r& T7 p. \
代码:2 U1 c) ~- ?+ `  [, ?5 t# n' Z$ a
idstring " PSH"$ M! L) i" D( u3 w' X9 Q
get UNK1 long: a9 K  a$ l' _! c! N2 t# j' \* U& ^2 G
get FILES long$ G2 C0 l% m* y  C
get NULL1 long, H2 H) }1 A7 E7 _# F
for i = 0 < FILES. f/ o8 r: X( u# \
getdstring NAME 0x808 p% d, r+ ]3 o5 f/ v: j  W/ _! j
get UNK2 long1 h: y, M6 @- M, k
get UNK3 long
# f  D3 j) d- i3 E( Y; @6 cget UNK4 long; Y& J+ r6 |& I4 N
clog NAME OFFSET ZSIZE SIZE. c* f% B4 u" ^% i9 T# v
next i, P5 F4 l5 r- L5 a3 K$ U4 v

- F1 m& X+ H/ }& m& ~6 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
5 S% J0 _$ t5 F+ d) X  T我们同样将log命令改为clog,表示这是一个压缩过的文件。$ X# r* K' t  D" J" ?. P; Q
: P  m- ]' S- {2 x2 i
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
" o1 Z* v; N% Z6 _/ w; t- B( SOFFSET ZSIZE SIZE
3 k! x: i& ~/ t  Q! S0 c" p
/ b/ A2 x$ B5 b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?
8 p4 ?0 p5 t- q2 r8 @# w+ M- u1 \7 J% X6 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。0 p" f, K3 C( T% y" y
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。
+ v1 i( H/ }4 D0 ?* M78 9C 是标准zlib压缩格式的头部标识$ E: e3 d) d) T) T6 W
5 m1 d! e, [0 S: |& n3 M% G; q7 ~
所以,这意味着我们的第一个文件从偏移0x240开始
" Y( `4 b0 n+ I
  V" j$ K. C1 C% q之后,我们回到列表里的第一个文件,看看这些未知变量。8 w; n5 v) F; h% s! S  `
24 72 00 00 代表0x72241 j: M  s' y. w0 b! ]
80 00 02 00 代表0x20080
4 i! g" C' C6 q, L8 u4 }# q& R* F40 02 00 00 代表0x240
' v/ G$ v* N! O3 S- b' g1 B4 _5 p0 T7 W; C7 f9 i+ [
我想我们至少知道第三个变量0x240代表着偏移量
' t7 _  b% A( O$ Q- a$ s那么,更新一下脚本:. x& f7 {! K' z3 T9 K9 ]: h

/ G# E1 |: P9 @0 w$ N. P7 l代码: 2 Q) @2 e+ ^1 m- {
idstring " PSH"1 e+ p$ F$ P$ K: J7 n: L5 t
get UNK1 long: J2 p8 U) P8 F2 I" X: L1 \0 C! M8 y; `
get FILES long6 x) b+ J# u; U7 R( J+ N6 a+ h
get NULL1 long
0 C6 e; B8 q; I8 o$ Nfor i = 0 < FILES
/ w6 u  k) _- |( O- N$ z$ [$ o' tgetdstring NAME 0x80/ S( M( O) ?7 J4 d+ U+ E' t
get UNK2 long
# y. u, E6 x) H( L# j% T3 ^. qget UNK3 long( _! {' |* k" @5 p& `; h. O3 p
get OFFSET long
2 I; J; y1 Q5 U6 ^' k5 Bclog NAME OFFSET ZSIZE SIZE
8 n( Z8 C9 \* b3 l$ V$ Tnext i9 E: n* E. d4 w/ N

5 L4 Q, P& N) h. G1 P7 n& d( y* I好了,现在还剩下ZSIZE和SIZE
$ h+ k6 K: F0 v" X) c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
! \' u' C4 |5 f" l2 J一个是0x7224,一个是0x20080+ ~: {1 e8 t$ ~0 T* n. K- h
显然,后者要大,于是我们这么改写脚本:4 H+ g% K8 n% f5 g: \0 ^
) J. J6 u8 z% H$ b4 \" L* `
代码: : O" C  N3 F8 R8 V9 k
idstring " PSH"+ R# D: B: }" X" ]) M2 `' R
get UNK1 long
2 p3 d+ {2 U8 m3 Uget FILES long% C5 x, p6 Y) b! L5 F
get NULL1 long6 y' x2 Y; U$ ]: c; K) p2 ~
for i = 0 < FILES
! o( n: }  k' n8 z/ C7 ?getdstring NAME 0x80
4 I# R3 U! M3 m6 Y  Z4 [get ZSIZE long
4 n( p7 o" E4 _, Yget SIZE long6 v, w2 k9 O, d# F
get OFFSET long
2 u2 s0 l& {2 a/ a7 H- `% Eclog NAME OFFSET ZSIZE SIZE ( M' A# j& u5 Q$ p. [9 e+ B
next i
5 |: R% i/ q6 p+ [3 }
! @- d4 d7 N! j& Z, ?7 q好了,现在试试我们的代码吧。
  g) e5 p' c% a9 U: U* N' c打开命令提示符,进入到c:\\temp目录. }+ r8 M6 z3 Q* ~# O3 p, ^% K5 E  w

2 u. }+ O, J: Z# k' N% U输入 quickbms.exe -l astro.bms BoneObject.hsp/ t2 Z& q8 b- r. g
他会列出我们的文件,没有提示任何错误/ ^8 M, C4 V6 x; q( S6 T
好了,现在我们建立一个目录 extract% c6 M) w) j7 u: A$ Q! _8 h
输入quickbms.exe astro.bms BoneObject.hsp extract0 m  }/ E2 h2 H1 k8 r
% Z% |3 g2 X* o( k+ z% j7 K
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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