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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
* s# {' J. u" h: h/ n" }1. to c:\temp, r- Y4 y' h- M, }# S
2. create a new text document called astro.bms
& d  T9 c9 }' U3. and place the newest version of quickbms in the folder also.
  f& z  A6 m% H! w- n0 X0 W0 V. C0 q; u" A# [" z* F+ ]& f: g
Ok so open up BoneObject.hsp in your hex editor and lets take a look at it.3 _, Y, L5 P4 w3 V' Z2 i( t
  
3 W3 j* H$ Z% T; \good we have some plain text.& U# ~3 {, U$ z% d) m% ?% S1 Z: d
you will notice I highlighted the first 4 bytes 20 50 53 48 or " PSH" that is a space followed bye P S H.
/ P' q0 n% m$ S1 _hmm that seems familiar that is the file extension only backwards. this is know as the idstring9 x! g3 z; |8 t- \8 v
so up until now you would think to write in bms
8 z: M/ \, Y9 I- Iget IDSTRING long+ u1 R! c1 T4 @0 D  g! \$ o* U
there is nothing wrong with that but there is a better command# U" A7 ?2 B' L
idstring " PSH"
5 D- P0 v. Q$ y5 C. N7 U. ]2 [make sure you include the quotes." P4 G3 j; {0 x
so open your bms string and on the first line type
  M; t% [8 t4 F. @idstring " PSH"
3 ^. X6 C: M% ~& ?7 |$ _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.! s9 H; o! P! v# j
"aka noob proofing it"
3 ^! F" b: {) v  ]
' u; S  ~  w! iOk so now lets look at what we can read I see $ b3 D3 P7 v# e% S) q/ I
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
1 _' R4 S8 |* Hso I will assume there are 4 files in this archive.
! s9 R' V7 b5 Pwell 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% Y8 {/ k2 L! C1 B) \/ z$ m0 `
so lets write that in bms language
3 U. ^( @. B& s' R7 M' `% Cget UNK1 long
9 J% r2 Y# y% \& J; [, x/ Dthis saves those 4 bytes as the variable UNK1.
6 v5 {# Z1 G% P5 Y& G
$ a( U- w0 b( \, s0 Y; {7 S; Sok the next 4 bytes are 04 00 00 00 hmm this translates into 00 00 00 04 or 44 A6 M" w0 S" z/ W3 Q% c3 h
hey that is the number of files we counted so lets write that in bms
2 M5 K2 \- Z/ a+ ~9 g0 [get FILES long, ]" @! \1 l# T8 B, X- s, r2 o
this saves those 4 bytes as the variable FILES.% y; }. v/ R+ J. A2 b1 T* X7 ~0 @

4 b! c8 T9 F, v2 z4 Xthe next 4 bytes are 00 00 00 00 well that is equal to zero so for now I will write that in bms# N6 V* R/ n* R2 k2 Q
get NULL1 long
; ~% E, w6 k3 H% p# N$ M/ Athis saves those 4 bytes as the variable NULL18 O7 U5 K* h+ X$ \- D6 P7 ]
7 A4 y" X( |9 i
ok now we have reached the first file name Datas\Texture\BoneObject\npc_nagoya_octopus01_body.dds
) {. k" m) P9 K5 Q: H' G/ G% _5 Athis 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 W. V( r* w3 b+ A8 _+ t5 c, ^; [well lets look for a pattern( e7 h& @+ A, N2 W: L
Datas\Texture\BoneObject\npc_nagoya_octopus01_body.dds is 0x36
  {/ Q$ r9 j( D& p! xDatas\Texture\BoneObject\Toon.bmp is 0x213 C9 R, S8 n6 d: z$ E4 k9 Z; @
Datas\Texture\BoneObject\Toon_a.bmp is 0x232 `7 ~  }' o: u1 b! i  x
Datas\Texture\BoneObject\Toon_zero.bmp is 0x26$ \% L+ h, {+ O- }& I4 l( K
hmm I don't see anything that makes that a pattern.) F9 t2 E8 I' J8 [7 ~
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?/ S  W; C" p3 I' o$ N
Datas\Texture\BoneObject\npc_nagoya_octopus01_body.dds + 0's is 0x80
9 Z) x' p, c1 ]+ j2 f- X7 ]Datas\Texture\BoneObject\Toon.bmp + 0's is 0x80
. F: t' ]. e0 t- eDatas\Texture\BoneObject\Toon_a.bmp + 0's is 0x80
: K2 J6 W0 t. wDatas\Texture\BoneObject\Toon_zero.bmp + 0's is 0x80
  s, a' A) R+ p' Ohey they are all the same size when I include the 0's
7 a+ O( B9 P& U9 r1 ~' h- [so in bms I would write this as
+ l8 x! T0 x4 p) o7 \) l; Jgetdstring NAME 0x80. U+ X3 Y; r8 a& D
this tells it to grab 0x80 bytes and store the text value of it5 e2 I/ S  o! N- f, [; s% X
and as an added feature it will automatically remove trailing 0's
) z7 j) q  Y7 Q  n7 N6 L( c1 @( t# q' y# I
ok so now we have 0xC bytes before I see the next file name$ y: a7 Z* ]% P+ M4 A; _: h! _
which is 3 long values' e5 ?" l( S1 r: E) j$ I" q8 x8 f
so lets write those in and we will figure out what they represent later.
) E: R3 \/ Q+ f% ^$ Mget UNK2 long
5 j  R) i  W! X: `" l1 g, z- l' jget UNK3 long
- Q. a" a2 a) Q2 qget UNK4 long: A: A, [+ C% ]
9 P) }! L' r( k& F6 i7 J0 Z$ I
ok so now we see the name again' _/ v% a, v: v7 Q9 z. Y
we have our pattern so lets write our script based on what we learned
  _7 T& K* i! z5 l9 Wso it would look like this up until now
4 U! Q9 `; l; y0 Q8 [  _7 ~0 `5 x6 r. N+ D' l% J
Code:
) o+ }2 d4 x+ H( c8 C7 Q' t( fidstring " PSH"
  |+ K+ a. Z: q7 i5 lget UNK1 long
$ X( G4 X3 m7 h$ W, j. }get FILES long
& D( L* w! l; t( Q5 s9 [get NULL1 long
; c. |" o( n- j4 g/ J+ H, Ufor i = 0 < FILES, o' k2 H2 l( N
getdstring NAME 0x80; ?& o- Z5 K6 Q1 r6 Y
get UNK2 long0 E" h5 F0 j$ u) E
get UNK3 long
# y, m  L) \2 V! g1 zget UNK4 long
( t. X9 T* g  i4 O; H( {" Pclog NAME OFFSET ZSIZE SIZE, G: J+ R  }/ P3 T7 P9 Z
next i' K- K' o5 Y5 P  _: T
% ], H) h  Z: [1 @" Q: f

$ t! `1 q5 w8 d; Q" R3 N- I7 nok this may look complex but it is almost identical to the first tutorial file except we added 1 more variable
; u0 B1 H2 x# J- Q* C7 x1 o/ lZSIZE this represents the compressed file size while SIZE represents the decompressed file size
+ l" W+ z! i" a9 rand we also changed the log command to clog to represent it is a compressed file./ K: v; }& h. O! l; w* N
; y2 A3 ~6 y5 r; f7 g4 v0 `, x) [" P+ m
ok so now we have our loop and the commands to extract our files but we still need to fill in the variables0 [1 s( [  r# P$ o2 {% [' H
OFFSET ZSIZE SIZE; J# {1 g; h- E6 G, S
so that means our 3 unknown values must represent that but how do we know what order they are in?
! c2 m2 Y: d; U8 @8 E& h
6 V2 x3 Y+ X2 l- j+ l4 Q* aWell 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 length7 A# v  |  F. P+ V
then add our 3 unknown variables so that means we are highlighting 0x8C for our length. the first file is from 0x10 - 0x9B
  H7 h) A. _+ V1 h2 k) a7 iso now do this for the rest of the files and you end up at highlighting 0x1B4 - 0x23F5 U8 [$ m" ^( M" G2 `7 ?
  
8 |4 T+ B7 I3 |3 C) uok so we reached the end of our loop now what?
5 m0 c4 J4 q; f8 J$ H/ g0 pwell 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.4 V* }! `6 c+ a+ Y; U8 [; e8 `' l8 |
78 9C represents the standard zlib compression header , t$ [( b% Y' U+ P. C
ok so this means our first file starts there which is at offset 0x240; ^% F* @6 D' v4 t1 a# D" _+ Q
4 P" t; ?2 v# }4 \& M+ }0 w
well lets go back to our first file in the list and look at those unknown variables.
% @- b- q0 |6 w) d- `24 72 00 00 is = 00 00 72 24 = 0x7224
  X5 T  Z: D$ Y4 j80 00 02 00 is = 00 02 00 80 = 0x20080
5 e, K0 J( K& @/ R1 w: c, a' `40 02 00 00 is = 00 00 02 40 = 0x240
6 v( W+ ]& j, m+ q. @8 Y7 p2 f' KI think we have a winner so the third variable is 0x240 aka the offset
9 F, S: z4 K8 C# cso lets update our script+ {! O0 T5 y4 y; H$ m# {, V% p/ u
1 q4 r9 k7 t2 U) H

$ q: Q8 f/ k+ w2 d/ n7 b& ~2 FCode:
- ]8 N3 ~4 [! b" w( Aidstring " PSH"
+ O8 F; D& A; G1 ?get UNK1 long
7 o& b3 z4 B6 Q+ h1 ?get FILES long& C7 W. ~- l, [& k6 c6 D
get NULL1 long5 _: A  F, z, I; w: Y
for i = 0 < FILES, M  o& v$ I+ I3 I7 D+ `4 `
getdstring NAME 0x80; W  @. U0 l" d2 c6 I
get UNK2 long8 x/ A% c$ n) L0 `6 G5 T$ G2 {
get UNK3 long' `+ j; u* o! O' b) w, g1 \
get OFFSET long9 a8 C7 ]4 J* R! `4 a; V
clog NAME OFFSET ZSIZE SIZE
9 K/ F% C" j  o+ c4 Q  _$ Onext i  y( G6 y& Y3 x: s/ F/ G

. K# p/ f( @% h. x' C
) q. M9 a6 y& h7 F% X0 \" J; y4 qnow that just leaves ZSIZE and SIZE
6 K% F$ P( d7 E% n# ?well bye process of elimination the decompressed file must be bigger than the compressed file so we compare the 2 variables
7 L3 }- h6 _. R: l# w. z24 72 00 00 is = 00 00 72 24 = 0x7224" a  O( l( [' J) f
80 00 02 00 is = 00 02 00 80 = 0x20080' \8 i. ?! o+ C1 b( E' s* U, g
well 0x20080 is definitely bigger so we now know the last 2 variables* B/ i$ h6 [* A/ p- ^7 C

" ~, B- r  i3 J' i5 D, G! H8 f+ j& J  ?2 j! C0 d
Code:
, J1 p3 d7 R) w  Hidstring " PSH"
) G. d) S* C, H7 r3 f, P  iget UNK1 long
2 O; B3 E% R, O3 nget FILES long
3 O" \( V/ I& z& a. k) d  Y& Hget NULL1 long& o' g! p( [& Z# p
for i = 0 < FILES) C# R) {2 Z7 O2 u$ S8 p3 I* Y
getdstring NAME 0x80
4 d! D+ Y# y; G* n1 Q' J' ^get ZSIZE long2 x. c; x9 ]9 z4 E. W% k2 Z4 f
get SIZE long
2 G6 ]9 e% F8 J$ D) M* eget OFFSET long
! m% ^4 l; [' z" Cclog NAME OFFSET ZSIZE SIZE6 S1 ^) b* C- w. J( Z
next i3 e9 k- y% g- R1 f3 {" ?

* @# F" D( ?8 Y% X  Q) n  d$ [) T/ Q% o/ r- o
now try our code out on the file7 H- |" k& L+ }5 \7 O* X' ~
open the command prompt and change to the directory8 N5 v0 f( E/ u" f6 W
c:\temp2 {8 l5 o4 h( u) [. w
now type
# r9 h% o5 s; L9 xquickbms.exe -l astro.bms BoneObject.hsp .8 t# Q8 o" i" v& F) H4 V+ i/ d0 k) D
yay it listed our files without any errors now lets try extracting them8 Z" p' U9 i2 g1 u9 X. F7 D. D
create a folder called extract
; C  G2 w! Y8 U6 I9 L& Land type) G; z; b% D" ^1 Q1 H
quickbms.exe astro.bms BoneObject.hsp extract
1 K/ d9 w9 K9 L5 N! Nif we look in there we now have folders and in those folders are 4 pictures
% I6 i) Q! \8 w8 z$ |we did it.
  T: Z& c5 ?8 _1 o3 `) ^) c! \# ?! ~( n( L' l% p% d; |% K% P( l7 j
Let me know if you want more pictures or any way I can improve the tutorials.4 D! I, G# `/ }9 F
9 G3 Y  N7 q5 C8 `, Q
  f6 S3 {) V5 |3 ]  u5 [
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
* Z& E0 m' I* c" x$ a——————————————————————————————7 b4 _5 h5 Q% a9 m% q) H- m
建立一个目录C:\\temp来放我们解包出的文件
% C4 V4 b% H" F$ n+ c! |* j
2 q% y  S; u2 a4 V' |0 `1,进入C:\\temp文件夹  t2 f5 k% f# w  y9 z  Y6 c
2,建立一个新文件 astro.bms(QuickBMS解包脚本)
/ P, W5 S* p) {$ `8 P: d6 {3,把最新版的quickbms也放到这个文件夹
  U8 K' _' ?. I% [7 i  U. s: U$ N% m6 w2 N* d
现在,用你的十六进制编辑器打开BoneObject.hsp,来好好观察一下
# T: L) O$ K$ x8 n6 Z(图)  Q) U) Q) j) k/ ]
; Q/ X$ i: }* m2 J5 I) }
很好,我们看到了一些清楚的文字: A1 n+ Q3 e9 ^8 X% R
; c9 o3 n7 W! Y
你会注意到最开始4个字节20 50 53 48,是空格跟上PSH
5 G% n2 Z) f5 [, H! [& N; u4 p  d看起来就是文件后缀名的反向排列
  [' T' N( n  P, ~/ q* c4 V2 S" a( ]6 i9 U/ e9 ^( k
这被称为idstring(标识字串)
: `$ G% F8 G+ @* j2 p3 B) T所以,现在在脚本里写上一句
; Z9 D! q. E- a6 k* ]8 q3 k8 e7 k, s- z( J5 W2 u6 J% n
get IDSTRING long       (将四个字节(long)存为IDSTRING)5 G" b# b' J. [9 f) i$ W
; s& }  Q* A# g4 c! c5 |- f7 o
这没什么错误,不过我们有一条更好的指令
' d* J' L9 H& [
  y0 t/ J/ K6 Eidstring " PSH"        # C8 J$ g2 g9 z" q- j. {

( z1 M. h" N. m# k; F2 ?$ T确保你没漏掉引号。
- y" o' t5 W1 b( g
5 B* s8 f. }% o+ \& H: D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。
, z" a9 A: x# ]! O4 y+ O
6 c7 h# f3 ]" E之后继续观察文件,我们可以看到. O  U  M* G( _5 w, K
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   W4 v% D8 N9 g
所以我假设有4个文件在这个包里。
8 G" ~% T% }! H0 e; t. w' v7 D( C7 m# m, n! j/ `2 C
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- y; F) j' p3 x& s. H
# G) n0 m7 e+ ~+ |2 C4 D. J. g
那么我们在脚本里写这么一句
( e' X: k0 `9 }' \% ^0 w$ y
  P' E1 `' \2 S5 b9 k+ X5 ]+ Aget UNK1 long& k* {& e* M) f6 c" F' Y2 Q& Y
这句指令把4个字节存为变量UNK1' D+ p% x) O: x1 F2 \/ N5 C$ u% h( A
- d' X+ ^3 R3 K' _% P* O  t8 |4 M4 @$ ]
ok,之后四个字节是04 00 00 00,就是00 00 00 04或者45 N% ?- V5 n0 z
这就是包里的文件数量,所以我们在脚本里写这么一句:5 c  E0 T# i( g3 L( n7 ]

1 O  ?# l$ C, A) pget FILES long) H3 m6 D7 e% |5 p$ ?: F
这一句把4个字节存为变量FILES" P# o. ^* g5 E

) W0 e4 Y1 N1 h! F; P之后四个字节是00 00 00 00,嗯,那就代表0) t! k  [* N3 O  N, Z( d
于是我们这么写
# X; I( B/ t9 d6 {
/ Q  {6 P: N" v- c( W, I8 d; j4 fget NULL1 long6 z! K9 u& c: m( y
把这四个字节存为变量 NULL1
3 d* c4 }: B/ Z  k  N; Y( T: k
% z/ O! w2 U" E& X, ~好了,现在我们到达了第一个文件的文件名部分
# g! f0 \$ H% @# P1 iDatas\\Texture\\BoneObject\\npc_nagoya_octopus01_body.dds
7 l, j/ E. j  ^. h# L1 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?2 E: z0 u! v* k. h6 v3 N
, e; o9 V) i1 J  _! I
well,我们来找找规律
; T6 ?. F. L7 t- DDatas\\Texture\\BoneObject\\npc_nagoya_octopus01_body.dds is 0x36
" @, t( K# i$ T# C& q+ ^  ~  g$ dDatas\\Texture\\BoneObject\\Toon.bmp is 0x21
3 ^& F$ @/ B. G4 i7 B! ODatas\\Texture\\BoneObject\\Toon_a.bmp is 0x23
( J5 r9 L. k( A* f+ vDatas\\Texture\\BoneObject\\Toon_zero.bmp is 0x26
( I- ^4 d0 h7 J! n5 J7 @9 ~) A7 c! n1 S+ {. U& X5 B2 C; z/ o0 T
看起来没什么规律,呵呵/ _$ J- \- O4 O$ I4 c9 o. J8 X

6 x' l) h9 y% `# D7 n0 }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?
( Y1 `6 y* M  v5 u2 @5 L7 w" g; G8 U$ a) A4 x( U5 C' }. r
Datas\\Texture\\BoneObject\\npc_nagoya_octopus01_body.dds + 0's is 0x80   
: {: X$ y! y* [* E# pDatas\\Texture\\BoneObject\\Toon.bmp + 0's is 0x80 $ J" G) i. y3 Z9 b
Datas\\Texture\\BoneObject\\Toon_a.bmp + 0's is 0x80
& B  A! L1 S  Y5 o0 GDatas\\Texture\\BoneObject\\Toon_zero.bmp + 0's is 0x80
. b/ C& I  C4 n; ^5 F* k! C% N8 c# e- {. F# x
嘿,看到了吧,他们的长度都是0x80
( e0 B0 w; f- F, j5 C所以,我们在脚本里这么写
* L! S/ W" \. v3 U8 Z6 L# Tgetdstring NAME 0x80
; C9 ?. M1 e! c( [- X, J( s6 j  [# q5 y# v0 Y
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
5 s( T& g/ I/ j- i
! D/ x, l- V, |* Lok,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  O- I. J) H1 C- u
我们暂时这么写,之后再来搞清楚他们到底是什么意思
9 R4 C6 F# Z) S# c1 h9 kget UNK2 long9 X7 o" o( g1 h, w% f2 G
get UNK3 long% e, u2 a0 P9 A! Q
get UNK4 long
* `# t" h* `7 ^  k" m- X+ d6 i/ T' k7 U, X8 J6 q7 A, n$ W/ z
那么我们现在又看到了文件名
( }' X1 l8 f0 _5 B2 d5 W现在,我们找到了规律,所以按我们之前学到了来写脚本:, u5 n9 Y" |' `, P  ?' }
) ~4 i7 k+ @# u- u$ b+ U8 U, Z; `
代码:
- B* W. [' D" c6 ^. }idstring " PSH"% B) c; D/ `! P  n0 g
get UNK1 long* K2 t/ z5 a$ O% y, Z2 f/ m6 `7 z5 g
get FILES long
; I5 X- l# g8 s/ Z( m  g' U, |get NULL1 long% I6 h8 |/ z3 R! X
for i = 0 < FILES, F3 q' l; ~3 ~7 I, o- |
getdstring NAME 0x80
& [0 C  f2 @# ?. f5 ~* ]/ Z& a$ cget UNK2 long
5 v) I+ \" q- T" u5 V/ f5 {get UNK3 long ' R7 |1 J2 J, c4 y4 J
get UNK4 long# O# w" U4 p1 S1 _
clog NAME OFFSET ZSIZE SIZE
& y' }, S2 T3 g6 Hnext i2 L( G7 k; ]6 n2 t5 I
1 q! V4 n6 n" O2 N* G
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% M$ y: ^! E) |$ x2 D* t
我们同样将log命令改为clog,表示这是一个压缩过的文件。
3 k# ~4 L+ V: v1 d6 X  t
9 Z- J' p5 o: k0 x  f8 D- R% Q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 E1 R4 |  g7 eOFFSET ZSIZE SIZE
7 n1 b& n( F3 v; r% m: d6 [6 a5 U5 l
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 `, P9 v2 H2 ~+ e
: ]( i! @; f) p" y5 H+ u9 d, u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。
7 C* l" g5 g4 C+ f4 p; |% a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。  f( B% ]9 W' `& x- G
78 9C 是标准zlib压缩格式的头部标识
! u* j; C8 x& [  K7 v! X+ P/ Z, H4 Y* I! l/ K* Z
所以,这意味着我们的第一个文件从偏移0x240开始
3 e6 z" r  o! x3 u5 L5 h& Q& K' ^: }
之后,我们回到列表里的第一个文件,看看这些未知变量。
9 u$ P! f# j. W4 g24 72 00 00 代表0x72243 C) h+ U: T$ T' g9 q& `
80 00 02 00 代表0x20080+ v5 y; a$ B! O8 k$ x- G1 _
40 02 00 00 代表0x240
; X9 a( j! m& F+ K
' Y! m0 b) p# F( _( l: \我想我们至少知道第三个变量0x240代表着偏移量# m+ c" Z7 E/ \. O! K
那么,更新一下脚本:% r0 R0 Y6 l6 c7 J
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代码: 3 I9 `: P: J/ t! L
idstring " PSH"
6 u( }& I, g# P7 E3 k5 qget UNK1 long
7 r) Y3 j" ?  p  W' ~. Kget FILES long9 E2 K5 i4 ~) ]
get NULL1 long
/ C; r( }3 ^& C+ l* e3 q8 Z; P" B8 tfor i = 0 < FILES$ K9 _4 M3 {0 e8 x
getdstring NAME 0x80
4 t+ {+ b% D- s6 s& hget UNK2 long
1 E6 ?7 S3 X9 cget UNK3 long
/ _# U- ?! h' F3 b2 ?get OFFSET long
7 b: m$ {8 _( V6 Z/ Eclog NAME OFFSET ZSIZE SIZE ! Q* q: [) r9 f" o: a/ r
next i
' y1 P, ~, B* Q* b" ~. u( C8 _
' H+ ?; \8 T' g8 B好了,现在还剩下ZSIZE和SIZE
3 e- N& l, O! ?3 J( Z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
. F" |6 u' f$ l) y1 T% g一个是0x7224,一个是0x20080
$ f, o8 \! ]8 f- T& i显然,后者要大,于是我们这么改写脚本:
7 m4 {8 }4 d1 d$ U7 {( `" R% z
& k& O# C0 T- ?6 w9 y代码: 7 p- s- w' o9 R/ d
idstring " PSH"1 s6 L: {1 {) X1 H# U$ w# Z
get UNK1 long
" [& R8 |' \+ a) y4 c- _; qget FILES long4 G& a3 K8 j" ^4 t. q% K2 v0 z
get NULL1 long
) H, _5 Q& @. [for i = 0 < FILES
% G9 B5 t: A4 s" Z  z" @' @getdstring NAME 0x80; S( p7 c: d- E4 q7 o0 l) g
get ZSIZE long
  K$ v9 @5 R* x2 bget SIZE long
  x- X7 Q8 b; N5 Nget OFFSET long
4 a1 H3 C3 d/ B# vclog NAME OFFSET ZSIZE SIZE ) d4 ~5 M% a" f* t0 `
next i
# G; @; x$ f2 O9 S* ~* X2 F6 T. r$ L2 \+ u, [3 }/ [
好了,现在试试我们的代码吧。
; b" T/ u/ {5 g' W5 A打开命令提示符,进入到c:\\temp目录
4 S4 \$ o8 ^. U4 _+ g
# q+ U' h/ E. u! R' ^输入 quickbms.exe -l astro.bms BoneObject.hsp
  G( y+ Y% q4 |2 A他会列出我们的文件,没有提示任何错误
. I3 R6 k4 d7 l( B, Z& y* i. j好了,现在我们建立一个目录 extract
" K: L9 x$ e- s" Y0 h* K! k; Y( f输入quickbms.exe astro.bms BoneObject.hsp extract1 r! U& U7 T9 f9 \: m
" s% ^6 z8 o& u+ V6 J# @1 @, i2 s
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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