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标题: 【汉化资料】通用解包器制作工具QuickBMS图文教程2 [打印本页]

作者: shane007    时间: 2009-6-11 20:21
标题: 【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
+ ?& W: n0 G3 u  ^  f" S9 ?/ C' u1. to c:\temp& ?7 c6 }: k) z1 W( D' _* ?
2. create a new text document called astro.bms
6 g2 N9 L0 A! x4 P5 ~3. and place the newest version of quickbms in the folder also.
$ X& t# h, }+ J$ U- \0 n- F  H% t
& L# u- W& O6 j  P6 d7 ~Ok so open up BoneObject.hsp in your hex editor and lets take a look at it.6 f, g6 `# o* w8 I
[attach]13365[/attach]
4 E/ m1 e, D7 v5 T. M' qgood we have some plain text.& g- L' c8 ^; n7 J7 u% z% _
you will notice I highlighted the first 4 bytes 20 50 53 48 or " PSH" that is a space followed bye P S H.
$ i$ R/ b1 a  E" [# ?5 H( N9 thmm that seems familiar that is the file extension only backwards. this is know as the idstring# N# W4 n- l  u4 ~
so up until now you would think to write in bms
! C! P  Q' R5 [# lget IDSTRING long
$ ?" w8 O0 S, x4 y( R9 [3 ^: dthere is nothing wrong with that but there is a better command$ ~; l/ K% u! _0 ?9 |  c! l7 ?
idstring " PSH"
! s% {1 g8 o% `5 m. V+ D. T+ O# Tmake sure you include the quotes.
: I! M0 G: ^4 V7 Z5 {so open your bms string and on the first line type
3 i* l2 q8 I; ]idstring " PSH"
3 H9 y& U4 k) L2 g6 Nthe 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.
% V7 ?1 o2 V' T( {4 h5 y# [7 y"aka noob proofing it"* ?* [3 ?, w5 l9 t2 B

1 K  N9 a1 Z5 b5 \Ok so now lets look at what we can read I see
( Y3 `& \, I( q2 HDatas\Texture\BoneObject\npc_nagoya_octopus01_body.dds , Datas\Texture\BoneObject\Toon.bmp , Datas\Texture\BoneObject\Toon_a.bmp , Datas\Texture\BoneObject\Toon_zero.bmp$ T& M) x' d; c! r0 p
so I will assume there are 4 files in this archive./ H, e: |; `5 C
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 represents
& l6 }- V: ^0 H. x% ^4 Z1 U& B  kso lets write that in bms language
/ e/ L1 ^' c' c9 |" \  b" J& B( c4 j4 Hget UNK1 long! f9 D& P; P  N, L$ e; @+ q
this saves those 4 bytes as the variable UNK1.) v, X% A9 D  @" V0 b( h1 C) a8 `

+ o; u1 V% b6 j% g  F; Yok the next 4 bytes are 04 00 00 00 hmm this translates into 00 00 00 04 or 4% o( i$ `8 \' n5 @* g) D- C, I
hey that is the number of files we counted so lets write that in bms
3 F- l0 O# H- Nget FILES long
; s: h& Q! |8 N2 M5 Vthis saves those 4 bytes as the variable FILES.
, A1 U. F" L6 C4 M& q' I2 @/ F
the next 4 bytes are 00 00 00 00 well that is equal to zero so for now I will write that in bms1 {, W$ d) }" L) D( G$ o6 k
get NULL1 long
+ j2 r! H: \8 f+ B' mthis saves those 4 bytes as the variable NULL1
# K6 e4 y. Q' E8 N- D; k$ X0 F) Z4 P  Q) W
ok now we have reached the first file name Datas\Texture\BoneObject\npc_nagoya_octopus01_body.dds
7 x9 `2 a& K" J5 N- y$ Ithis 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?
) G+ N; m: B% z6 _  i: Wwell lets look for a pattern8 z9 x- @% ?; ^! r- U: J, o
Datas\Texture\BoneObject\npc_nagoya_octopus01_body.dds is 0x36, m8 h/ Z" N1 }1 o8 b9 l8 Y9 w
Datas\Texture\BoneObject\Toon.bmp is 0x210 b3 z$ O6 c+ B: m; A
Datas\Texture\BoneObject\Toon_a.bmp is 0x23
4 z  s+ ?/ F5 h# b# S1 E% \Datas\Texture\BoneObject\Toon_zero.bmp is 0x26* j2 Q1 ~9 h! I7 ^' V  e
hmm I don't see anything that makes that a pattern.
! k3 X/ X! O7 r* a. \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?& F1 n3 f- M$ a8 a
Datas\Texture\BoneObject\npc_nagoya_octopus01_body.dds + 0's is 0x80; {0 `' d" Q" c- X
Datas\Texture\BoneObject\Toon.bmp + 0's is 0x80
. r0 e/ o, B0 f7 _- \4 |Datas\Texture\BoneObject\Toon_a.bmp + 0's is 0x80$ D$ E% Q2 P: s- f& \4 Z
Datas\Texture\BoneObject\Toon_zero.bmp + 0's is 0x802 }) K% D% @) ]6 o0 Z' t) H# V
hey they are all the same size when I include the 0's
1 v5 C6 B5 r, M( F- Rso in bms I would write this as
& L2 N# U$ R7 r2 F0 f, Z/ Mgetdstring NAME 0x809 W0 ~4 ]' ]/ L7 b% o2 s
this tells it to grab 0x80 bytes and store the text value of it% W* p; V" m+ F! d+ B
and as an added feature it will automatically remove trailing 0's
8 D% \* J0 V" |* E* b# }
0 p- T' t; {# [7 Z) Xok so now we have 0xC bytes before I see the next file name5 o2 i( o: b# h. ]5 r
which is 3 long values
+ l4 _; \4 Y. Q* gso lets write those in and we will figure out what they represent later.
" Q# k: r: D! `( B0 d' Zget UNK2 long9 R6 p' l, x5 q0 r  v8 ~
get UNK3 long
$ |$ J7 k( b# B1 C1 t2 Y3 c& Yget UNK4 long
: w' J, |* |* y, \2 E* |/ d6 p  {( q- E5 U1 y& R4 ?9 i1 @1 J) w
ok so now we see the name again
5 u' d) K, q% `* `8 y$ {7 y; `7 J2 Ewe have our pattern so lets write our script based on what we learned9 ~( i8 ~. ]6 Z5 Q
so it would look like this up until now" P/ h" Z! u4 O( A
8 R) }. I" g0 B. f8 l1 [5 H
Code:0 D) A0 C' N0 {3 z7 i( b0 Q5 I
idstring " PSH"
/ ]; v, l* R3 X7 Wget UNK1 long
% c# f: S0 V: n6 @get FILES long
" Z* V; O2 F0 l- a2 kget NULL1 long
, ^* `: w$ K+ f% L; a2 Qfor i = 0 < FILES2 u7 x7 w+ \' r$ Y; N
getdstring NAME 0x80
% o" Q6 G0 B$ x. _" R( y* L& Bget UNK2 long
  _" ?( x" k. A6 Nget UNK3 long
' l/ X' C) M3 Z+ k; c: fget UNK4 long
% K/ ?7 y* _# U' bclog NAME OFFSET ZSIZE SIZE
* y; r1 I( N2 |$ M' ?1 H6 Vnext i
% u  g6 b4 e6 [! k# A
# v4 }' Z, ^& v4 \- G" b- y% }" H; h* H6 w3 |3 r4 V+ }: ?7 {
ok this may look complex but it is almost identical to the first tutorial file except we added 1 more variable
: I; a6 p0 U8 b4 J* q+ g7 L$ FZSIZE this represents the compressed file size while SIZE represents the decompressed file size
! [2 D/ v! f, nand we also changed the log command to clog to represent it is a compressed file.
' w4 H! I4 @9 D2 R$ p: M
7 `4 a. [" `4 l% A6 Y! Z# `ok so now we have our loop and the commands to extract our files but we still need to fill in the variables/ M8 c6 R3 m  X2 W4 K+ X7 s
OFFSET ZSIZE SIZE
/ \3 H; Q# c) A+ f7 ~so that means our 3 unknown values must represent that but how do we know what order they are in?
6 i3 l9 z% W' v1 \3 \& m, K" {; b: {% h) I7 Y
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 length9 P  e* u4 |. E2 D  m
then add our 3 unknown variables so that means we are highlighting 0x8C for our length. the first file is from 0x10 - 0x9B
2 V& _/ A' s% k$ q" Q# ~& @: zso now do this for the rest of the files and you end up at highlighting 0x1B4 - 0x23F* b2 w- V- b) l
[attach]13366[/attach]
0 k* z& A* ^4 m, iok so we reached the end of our loop now what?
4 r5 D: H9 {& s$ C, N' wwell 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.
+ b8 w! G! w9 n& V: |3 M+ `78 9C represents the standard zlib compression header
; y* a- l" H3 Q' sok so this means our first file starts there which is at offset 0x240
1 T: t% x6 X5 D7 H. v5 }4 N. j" v7 c1 n# ^
well lets go back to our first file in the list and look at those unknown variables.' g- ^& c* |* k0 f' n
24 72 00 00 is = 00 00 72 24 = 0x7224
! x( u1 U- C6 }+ V7 @* P* z' L( w80 00 02 00 is = 00 02 00 80 = 0x20080. G( y+ J/ X- |% ^% K
40 02 00 00 is = 00 00 02 40 = 0x240' ^) J2 Y9 z6 W( O, |2 m% W
I think we have a winner so the third variable is 0x240 aka the offset
9 J1 {, v% e  X: B5 g. cso lets update our script6 r/ R7 z8 R$ e
0 c' @6 j2 l" O; L2 u7 J  }& J

$ R# h9 Q9 L' \% f. cCode:
, z" k6 E7 I/ @" N- O# V$ _2 }idstring " PSH"
- ?" x# ~. x5 Z! O5 O9 cget UNK1 long& c2 c! c% k0 c3 x7 V
get FILES long
6 Q% ^2 q, ]" o$ n. t" fget NULL1 long
2 u" f# p0 s* a" z. tfor i = 0 < FILES8 E+ q6 H0 i# O1 ^# C8 x2 @
getdstring NAME 0x803 A# H1 i- E9 y
get UNK2 long8 \# z4 {  i$ @
get UNK3 long* q2 d5 V; L: V$ }8 _8 m
get OFFSET long
' k' N- c( J- p8 ~clog NAME OFFSET ZSIZE SIZE
8 g( a& [" C* K4 Dnext i1 J( L! s4 Q5 e) w6 a) I! y% M

: a' f4 F# G" M& \1 R0 e5 v3 {: e; M- T* c  L; P# C
now that just leaves ZSIZE and SIZE
- x4 f* U/ H1 p7 I( l$ J7 t5 U) ]) E& @well bye process of elimination the decompressed file must be bigger than the compressed file so we compare the 2 variables
, V# a5 W9 `0 B( ~' h% ]+ T- t24 72 00 00 is = 00 00 72 24 = 0x7224
8 q; U) z  z" _0 ~6 k80 00 02 00 is = 00 02 00 80 = 0x20080
& i" j( P  t% X6 {well 0x20080 is definitely bigger so we now know the last 2 variables' ^7 C' Z8 i0 n7 ~. M( j
/ P* G6 e9 k% c7 ]- x2 J* D( l
: N, H; q' G. ]4 g: r
Code:& [4 v- C6 ^$ V( x1 ]
idstring " PSH"
: @5 {/ Y: i1 ?; }! s' E; \6 ~get UNK1 long
1 o) S, K6 J- Rget FILES long
' ]6 T  t: j/ |& h: s. p4 xget NULL1 long& c* l4 }& R' C+ q1 K
for i = 0 < FILES! B. B8 i8 o; Q( x# b
getdstring NAME 0x80' c  ^) b: @. T) \: Z( P4 A
get ZSIZE long
# l8 X" `* d( D3 u& xget SIZE long2 f$ |- }- _, \0 Y! m$ ~
get OFFSET long
! `8 _8 c  B+ }# g2 mclog NAME OFFSET ZSIZE SIZE
9 j4 Q9 A3 u/ M: S( p) o5 onext i
9 y7 C* K7 G/ Y, X/ t( {* I! u( S: I( G/ P/ ^5 B+ [* X$ B. x

" ?# D& [' @# P& D" f; vnow try our code out on the file
9 u. f6 [* M$ r& [6 d* q1 @/ ]open the command prompt and change to the directory
; @3 l8 B8 E! }* E6 \! Wc:\temp
& ~6 ?$ D, o( n+ N" Fnow type
3 v) ?  |9 `; ]3 k% [quickbms.exe -l astro.bms BoneObject.hsp .% r7 N5 r# n7 I+ _5 j7 s  z& b! M
yay it listed our files without any errors now lets try extracting them
2 [# U3 ^; D0 n) Z" s& Screate a folder called extract( Q5 O+ w! B  l6 g0 {' O1 j9 j
and type
( o1 d$ l5 g) m- t: j5 i  Pquickbms.exe astro.bms BoneObject.hsp extract
6 r# c5 Y! t3 P2 N0 R' y% E6 Aif we look in there we now have folders and in those folders are 4 pictures
' o1 r. _% S) |7 z9 Fwe did it.
. Z4 A# d" g" C% X
. `' C3 e7 a; k1 ?+ q6 e# H# VLet me know if you want more pictures or any way I can improve the tutorials.# \7 k) a* P& }5 K. X3 K& w

% G" b$ ?9 ^9 a4 `, T. f; P# i- o) _! n( X
Last edited by chrrox on Tue Jun 09, 2009 2:33 pm, edited 1 time in total.
作者: herojimmy    时间: 2009-9-9 21:53
cool turotials ,thx!
作者: 深绿    时间: 2009-10-7 21:48
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# }3 s  w' \, i* R7 Y——————————————————————————————
; j, P$ {- r" n: s8 Y6 P建立一个目录C:\\temp来放我们解包出的文件
; J9 e& f; X/ p* z8 O! z, V1 O" Y" W$ x; D; _
1,进入C:\\temp文件夹
7 ^$ ~  G2 g1 i7 L2,建立一个新文件 astro.bms(QuickBMS解包脚本)
0 x% [4 ?, O* z# j, y: e3,把最新版的quickbms也放到这个文件夹; R+ p% b4 f0 L5 t0 h. _
6 \' n$ ^3 g3 O
现在,用你的十六进制编辑器打开BoneObject.hsp,来好好观察一下6 @8 [# Z+ S, p. X2 l. M' l) j
(图)
7 r2 V& M; z* Q, J
: Y$ k6 p9 j6 m3 t) u7 I' a很好,我们看到了一些清楚的文字& Z! s* _! a1 X9 _2 i

8 s% _/ g$ e. e. z- Q' Y: ~你会注意到最开始4个字节20 50 53 48,是空格跟上PSH% j. |2 G. |# F
看起来就是文件后缀名的反向排列
, B( a/ \+ H- }  D  z
- ]0 L2 G& p; k6 g6 I0 |这被称为idstring(标识字串)  @. T3 i& I1 a' k% l5 T% k
所以,现在在脚本里写上一句5 Z8 E7 \: T2 x" O& o. V
4 A, D% M1 Q$ c3 J+ ]
get IDSTRING long       (将四个字节(long)存为IDSTRING)
' l2 r# E7 S7 k. C4 M5 `) ^8 j% M3 e
这没什么错误,不过我们有一条更好的指令/ K2 P6 G/ W  o8 X2 M& H. e
8 p* D- ]5 V3 Y  F' H; T
idstring " PSH"        7 N' q. i8 `! x4 J' s

4 F" @9 _; ]3 l# `  g6 b  j* A确保你没漏掉引号。) C4 Y' m: ?% \, o( d
. o# J1 P; D3 r: b- U: i
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。
; T5 c' O# t. L2 R8 o6 d. V) R6 c& h! n+ c
之后继续观察文件,我们可以看到" N* V: A3 y/ D2 A# [
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
$ r0 _$ J3 v8 ~+ A9 Y/ y所以我假设有4个文件在这个包里。: L/ x$ {& b5 Y4 U, h

. M9 H6 b1 ]+ yok,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& b, x# H' `' ?8 N, Q. r% q
  \7 y/ ~6 V; ^
那么我们在脚本里写这么一句
1 r* @6 x4 u! h: Y8 K2 C
( {$ A; G" p8 l# k  T0 Hget UNK1 long
, T6 N7 R6 D) k% D这句指令把4个字节存为变量UNK10 W# g4 A% y9 y: E. P, i
  _" D8 I& H+ L1 f  U% ^
ok,之后四个字节是04 00 00 00,就是00 00 00 04或者4
# d/ @. L; X' T7 u3 m! \这就是包里的文件数量,所以我们在脚本里写这么一句:
/ _' x/ i( W  P& I: I
( H( H' I. {1 j: I/ Xget FILES long( H' n  s" z3 {* I
这一句把4个字节存为变量FILES
$ p% z  s/ Q+ l, @4 z$ Q! y% H4 n, P  K( r0 I, |& U7 ^
之后四个字节是00 00 00 00,嗯,那就代表0
( k: G  ?+ R2 W. Z  e6 c于是我们这么写" j' \2 [, v9 o- W! M
; q1 ?8 X; W, _7 C
get NULL1 long) t5 c8 ?) M" \, w8 S
把这四个字节存为变量 NULL1
$ g1 ~% p3 q' x: e4 N8 s" b* F- ], w5 ^
好了,现在我们到达了第一个文件的文件名部分
7 G# u" p6 U2 }1 z: gDatas\\Texture\\BoneObject\\npc_nagoya_octopus01_body.dds4 y, G' V; M/ K( @9 c9 G
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?/ X3 x/ ?) f$ Z: |! w' s3 c8 W
( W( Y7 ?4 R1 l6 J: L- \/ ~
well,我们来找找规律
* E6 w# z# y& Y& j0 ZDatas\\Texture\\BoneObject\\npc_nagoya_octopus01_body.dds is 0x36 6 h) N$ v9 y, o4 L7 H* ^, Y
Datas\\Texture\\BoneObject\\Toon.bmp is 0x21% b8 M3 e& N" C0 x/ i2 t  J
Datas\\Texture\\BoneObject\\Toon_a.bmp is 0x23
) C$ c$ N4 b" s7 y9 b# J* ^2 X. lDatas\\Texture\\BoneObject\\Toon_zero.bmp is 0x26, n+ q( V& A  d- m* @" A
, M6 F7 L0 a6 E( ~" f4 g7 E
看起来没什么规律,呵呵% W- _% m, Y" E& {; u- C. X- t
& O6 D- p5 |: g
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?9 I' i; d$ w0 B! U

. p- t1 n1 ]7 Y# H: n- f3 gDatas\\Texture\\BoneObject\\npc_nagoya_octopus01_body.dds + 0's is 0x80   
$ s' u; [' ~; S, U8 BDatas\\Texture\\BoneObject\\Toon.bmp + 0's is 0x80
- W& O0 P5 ?' q1 X" MDatas\\Texture\\BoneObject\\Toon_a.bmp + 0's is 0x80! j, D4 U* g4 c$ O# Q+ O$ i
Datas\\Texture\\BoneObject\\Toon_zero.bmp + 0's is 0x80, w# q. E* Z& Y* L. Q

, h/ L* k) ]/ d嘿,看到了吧,他们的长度都是0x80
- c$ }+ f$ h8 W7 Z' k; ]! {所以,我们在脚本里这么写2 K2 O8 w/ L& G
getdstring NAME 0x80
3 j- {3 V# r: _) e
+ t$ D5 o8 t/ T! W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01 P! t7 ]9 C* U& o) X6 N

, d) g( ?8 e% e2 ~+ N# n: Cok,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& L& E' Y# ~5 `: O3 R- }$ M
我们暂时这么写,之后再来搞清楚他们到底是什么意思
0 s# u/ J8 Y) u, i" r9 Nget UNK2 long
! T$ M: b9 z; U/ a( [5 A  R% ~get UNK3 long7 G7 n- ?- m- b: c4 g
get UNK4 long7 ^* |, U& x6 v

. h+ m7 z% N4 n- F那么我们现在又看到了文件名: M" @; t" o9 R# s/ C6 o! L
现在,我们找到了规律,所以按我们之前学到了来写脚本:
% R; X* V7 x4 ^' ^
" ^, ~$ ?4 f# L" j& F代码:* M/ x; b" r+ O/ x+ ~
idstring " PSH". X, x( j0 d9 G. o; D- p8 _
get UNK1 long" I4 K3 y2 f) Q* D! W* f
get FILES long
3 \* b7 `+ U' Y0 U( ^1 Sget NULL1 long
, c& a9 S: g, e1 ffor i = 0 < FILES3 \$ |3 [/ J: i4 `; O" R
getdstring NAME 0x80
0 y& k5 F" [) H* S* dget UNK2 long
( r; H) j" K2 r, D  c" \5 Xget UNK3 long
& c( g$ D0 n2 B) N  c* Fget UNK4 long
4 V# _( k1 R: L1 o3 p( O! Hclog NAME OFFSET ZSIZE SIZE2 p0 s8 `' B: ^0 k. j
next i, t8 g6 ~, w% z' I, H1 Y0 G

( N- Y& J' n# J# Vok,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
& W# q1 V. e  a3 P+ b- X. v% ~我们同样将log命令改为clog,表示这是一个压缩过的文件。4 L% |. W9 {4 ^2 Q. P
, B8 U5 q  p8 ^0 L! \
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; C! c, i, P& b5 I& ^
OFFSET ZSIZE SIZE+ b6 X; r6 }1 ?" e% u

; W; D6 _  J0 c8 ?. S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?
& H4 ?# N6 \! ?# g
3 k) Z0 X, o" i1 y5 O/ P' z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。# v1 S$ N( e# Q  U$ T' l1 K
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。6 L, I' V* o; O0 N/ G. d4 z
78 9C 是标准zlib压缩格式的头部标识. V; m1 U7 D1 u9 |8 l+ L

. a1 G# O( f5 t所以,这意味着我们的第一个文件从偏移0x240开始
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2 \2 q1 }/ @& V( k: p8 U之后,我们回到列表里的第一个文件,看看这些未知变量。0 r, K* A8 |; U  ?0 G" j
24 72 00 00 代表0x72244 v; x+ J* T% P& x. a
80 00 02 00 代表0x20080
9 `- ?0 z; g2 E) }9 h+ s8 N6 O40 02 00 00 代表0x240" W3 ?: y, D1 m& g; z* y" n" d  d

8 @: e' ]* t% l3 s* |我想我们至少知道第三个变量0x240代表着偏移量
8 i, N5 K2 {8 z那么,更新一下脚本:2 r( e3 _3 @/ m
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代码:
, E  f( W6 Y' @% x; _8 J& Fidstring " PSH"& O4 s$ E, u, ~4 c# @" O
get UNK1 long
1 _6 ^; e, J4 F6 u) R$ L1 bget FILES long+ c- ], @) q  ?$ D; L6 P
get NULL1 long
  F9 {7 Q  F+ m/ ufor i = 0 < FILES
+ }6 H' u  n: l% K" V0 Q0 j$ ^  fgetdstring NAME 0x80& g; M( N; x3 X
get UNK2 long+ q6 ?; r+ w& v/ [
get UNK3 long0 x5 q, f# E7 P5 ?
get OFFSET long+ c( E: Q4 w: S0 J) f6 W
clog NAME OFFSET ZSIZE SIZE ) V$ y" U, ?, s+ l/ N; a1 Q+ g4 F
next i
4 K% H* Y$ f. I) A9 `$ g9 l' i' y3 G8 [# G" u
好了,现在还剩下ZSIZE和SIZE" a' @" U: d% z* u6 I5 M1 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) Q# {4 Y/ u2 u' \6 l
一个是0x7224,一个是0x20080
9 ~/ b1 M# Q$ x7 E' Q! ~显然,后者要大,于是我们这么改写脚本:
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代码: . |6 {! c1 c: Q# _- y
idstring " PSH"3 E- q, w1 H8 L: u: K
get UNK1 long
5 x) Z2 y' ^8 f+ I0 Iget FILES long
/ \7 ~( p( b) g( Tget NULL1 long
0 r+ [1 }6 o. U& |% @for i = 0 < FILES. Y  K4 g" o8 V1 A! ~% y
getdstring NAME 0x80  K8 p4 N" {" @" |) R  R
get ZSIZE long; }9 N6 z: F/ @% L2 F5 x
get SIZE long  r( T7 G7 d$ d8 W& f- P( p. K6 L
get OFFSET long
3 G# o& q" y' R/ bclog NAME OFFSET ZSIZE SIZE % \' n* Z3 P# ]! c4 B. q" f/ g
next i4 @: \1 e3 ^. @8 _& L" s

3 q5 M: G  ^' c) F好了,现在试试我们的代码吧。
% G1 F6 M0 q4 X  o: B9 n3 ~$ ?, Z8 }打开命令提示符,进入到c:\\temp目录
0 W" d# E/ v1 I2 {$ c3 h
1 [# T+ C4 H1 K6 C  j1 Y输入 quickbms.exe -l astro.bms BoneObject.hsp. K3 \) c! A: q7 r" s9 [; K
他会列出我们的文件,没有提示任何错误0 d1 s, o7 ?. a! y
好了,现在我们建立一个目录 extract
/ D8 c+ x; S% A' ?' T1 h输入quickbms.exe astro.bms BoneObject.hsp extract2 ?0 D3 z9 F4 [

1 t( c  o5 E$ Q- w  w5 `3 s( X好了,现在我们在目录里有了4张图片,我们完成了。
作者: 笨蛋狐狸    时间: 2011-4-28 09:42
提示: 作者被禁止或删除 内容自动屏蔽
作者: aliangcn    时间: 2011-5-29 19:15
要是大大能把QuickBMS的帮助翻译一下就好了[s:89]




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