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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' ^+ n9 X2 W: v" S) r
1. to c:\temp# y6 h9 V* w5 B2 F
2. create a new text document called astro.bms( M( j; R7 g3 I3 W) i
3. and place the newest version of quickbms in the folder also.
2 q- |5 Z( v; t, O" |! Y
  X3 H/ K. P, W- L" i7 ROk so open up BoneObject.hsp in your hex editor and lets take a look at it.3 ~& h3 A( |4 E
  4 P# R1 d1 o: w3 w) i  \
good we have some plain text.0 I) x0 b, n/ ~8 J/ Y
you will notice I highlighted the first 4 bytes 20 50 53 48 or " PSH" that is a space followed bye P S H.
: M( i7 g" r% V- |- l4 z4 c% Vhmm that seems familiar that is the file extension only backwards. this is know as the idstring
2 z, v9 N- i" e* a! B4 E1 w  Fso up until now you would think to write in bms* k2 A" I- M) ]
get IDSTRING long
6 Y- V; D2 y3 P3 O9 h# f" Ythere is nothing wrong with that but there is a better command) l1 R) G# ]5 B$ D
idstring " PSH"& @. ^% j  M2 ~+ v" [, u$ i8 T: ^
make sure you include the quotes.  C2 \7 }8 S) ?% P" R" R* J
so open your bms string and on the first line type
3 J) y1 a# M- n5 A! _& yidstring " PSH"4 A6 w5 s3 u% {
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.
; |$ U3 V% L: e* v6 a8 ~/ f"aka noob proofing it") I9 d. @2 M: [/ C, S

! `7 B' R2 h1 M$ ]1 a0 j. h4 iOk so now lets look at what we can read I see
/ [: j7 u+ [  h7 u+ `$ U7 @3 V- jDatas\Texture\BoneObject\npc_nagoya_octopus01_body.dds , Datas\Texture\BoneObject\Toon.bmp , Datas\Texture\BoneObject\Toon_a.bmp , Datas\Texture\BoneObject\Toon_zero.bmp6 f# F9 l7 h( h2 l2 x  h% Y
so I will assume there are 4 files in this archive.# e9 k" d5 f) G5 X1 p
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! i7 O9 t: H2 N
so lets write that in bms language
* e% c$ F# u' u  M& X/ l* dget UNK1 long: `8 i# U0 }5 F6 ^: K7 c7 R: `6 R
this saves those 4 bytes as the variable UNK1.
( g5 ]/ U2 i8 \% f( l+ ^* \, _
8 P; r; M7 t& }- ^5 {2 b* C6 l8 }ok the next 4 bytes are 04 00 00 00 hmm this translates into 00 00 00 04 or 4+ W; A, C5 u, G
hey that is the number of files we counted so lets write that in bms) Q. H- q+ {" B: _5 I2 u
get FILES long1 ?5 D9 Z( k" j8 S2 a
this saves those 4 bytes as the variable FILES.
8 t9 S9 T/ {; _
. D1 g% G9 {8 }( t6 b5 Athe next 4 bytes are 00 00 00 00 well that is equal to zero so for now I will write that in bms
* E+ |- c; P9 Q! o  jget NULL1 long
: S) a3 c" E5 zthis saves those 4 bytes as the variable NULL1
1 J; J* e$ x9 J) G" I
9 L0 p4 r: t3 Q. Q# {) Jok now we have reached the first file name Datas\Texture\BoneObject\npc_nagoya_octopus01_body.dds9 j  }2 y  Y( l- L% ?1 F5 B
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?
) f9 q$ n- \% C3 U" Gwell lets look for a pattern
+ a! k$ K( ^* a* c, j5 xDatas\Texture\BoneObject\npc_nagoya_octopus01_body.dds is 0x36
% G. ?4 k% f! P* `$ D. O; pDatas\Texture\BoneObject\Toon.bmp is 0x21
# q# s/ G3 p! Y) G% vDatas\Texture\BoneObject\Toon_a.bmp is 0x23
1 x+ P) y# c5 [" p7 |3 Q. XDatas\Texture\BoneObject\Toon_zero.bmp is 0x26
4 m. \( K5 ~. o1 F) ^hmm I don't see anything that makes that a pattern.) s' k* J% q' x1 @
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?2 j" N- L, Z* A
Datas\Texture\BoneObject\npc_nagoya_octopus01_body.dds + 0's is 0x80
' w% B7 m/ Y3 g, x( k& ADatas\Texture\BoneObject\Toon.bmp + 0's is 0x80& e' n, K9 Y" W+ D
Datas\Texture\BoneObject\Toon_a.bmp + 0's is 0x80. {, x* R% m1 Y% F/ _1 L) G! C# [
Datas\Texture\BoneObject\Toon_zero.bmp + 0's is 0x80
. I. ?& u, Y! S8 jhey they are all the same size when I include the 0's
0 [& o- R$ |. a$ W8 mso in bms I would write this as
! h; v0 k( n  ]# L( n. ngetdstring NAME 0x80
. l" c, `/ f' S5 mthis tells it to grab 0x80 bytes and store the text value of it, x# |8 Q) z- f. N& v; O4 I
and as an added feature it will automatically remove trailing 0's 4 p1 U1 O& F: [6 n: w9 J! C- f& |

1 K1 V6 b2 d7 f/ X' pok so now we have 0xC bytes before I see the next file name4 E) o& [' l) |* u! d$ W' I2 P
which is 3 long values8 {/ b3 E! I, x3 `8 x
so lets write those in and we will figure out what they represent later.
6 `0 r* R! g! a5 C3 S4 j- Wget UNK2 long( ^: _3 a6 _$ O4 ]: S  l
get UNK3 long4 N* \( c: A1 F. ?# }6 g+ K
get UNK4 long
9 E6 ^7 u) H" a" d7 O/ L0 w
1 k; h3 B% {& \. X4 J* p: Xok so now we see the name again
2 h( i. k/ H  T: vwe have our pattern so lets write our script based on what we learned
1 ~6 {4 S7 e+ s! B5 }0 v1 j: eso it would look like this up until now
, U7 L5 S6 k* X( T1 C: O9 a/ x7 T- U8 w& O! ^9 O$ d
Code:# F3 P1 D+ C& B' _1 M6 A# d
idstring " PSH"$ l/ c& `% }$ A
get UNK1 long1 @6 n! ^8 X! v8 n3 {$ X  C
get FILES long) R- s) k% a# o$ g
get NULL1 long
! I; B6 X( \  I: l3 H9 G  c1 ofor i = 0 < FILES
6 f, A* ?9 H, c' K4 h1 C% P5 Lgetdstring NAME 0x80! b) S; `, D/ i8 l1 M
get UNK2 long
& \. P  D: ~( ~, jget UNK3 long
+ Q) @3 d$ N& V' sget UNK4 long
  b) V* N% k7 @# a3 eclog NAME OFFSET ZSIZE SIZE4 u( r+ Q2 s2 x( l- q- u
next i
; \& ]3 B8 x( }) S' k  Y, N
/ q: m, l' h" b' q, R' ~
( z8 n4 H+ z# J8 dok this may look complex but it is almost identical to the first tutorial file except we added 1 more variable7 A1 Z6 M- t5 o. z. a# d6 v
ZSIZE this represents the compressed file size while SIZE represents the decompressed file size# d& s, q$ S+ a0 n& b
and we also changed the log command to clog to represent it is a compressed file.
, {8 V: W9 Y) H& a4 r) N! T  s# U
" u! l: ^2 o+ y- L$ Y& dok so now we have our loop and the commands to extract our files but we still need to fill in the variables* O" j: Q/ _% }; d9 ^6 |$ f. @
OFFSET ZSIZE SIZE
6 u, O' x! [- V1 |4 q3 U! kso that means our 3 unknown values must represent that but how do we know what order they are in?: F0 a- r0 G" g1 ]

; \  y5 C" Q* ]5 J) ?7 q, t% nWell 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
1 k/ z2 k. ]4 h8 e+ sthen add our 3 unknown variables so that means we are highlighting 0x8C for our length. the first file is from 0x10 - 0x9B
6 m3 Y6 \" C. e4 b+ Kso now do this for the rest of the files and you end up at highlighting 0x1B4 - 0x23F5 A; u3 s6 [* d6 i7 ~
  % [) y' u6 h( K) y' i! _7 l
ok so we reached the end of our loop now what?3 u% P( b& ]. ^7 a9 X& d# c
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.+ ~; a2 ~' \. W. N( [- C6 y
78 9C represents the standard zlib compression header
8 A/ s! y7 I) X- m$ gok so this means our first file starts there which is at offset 0x240
) L; Z4 ~& c  O& O0 N6 V7 s! X4 |- a1 I! \! f8 j3 F  t! Q( N" S
well lets go back to our first file in the list and look at those unknown variables.
7 J# c2 }( s! @24 72 00 00 is = 00 00 72 24 = 0x7224
1 x8 m' r9 E5 q0 ?+ H8 J( P80 00 02 00 is = 00 02 00 80 = 0x20080
3 D+ y/ Y/ D3 X$ p1 Y8 F! }40 02 00 00 is = 00 00 02 40 = 0x240% h. Z, p9 T0 [! E& L, C2 Y( w
I think we have a winner so the third variable is 0x240 aka the offset
/ `* ~1 k$ P! s' |) G8 ]* D0 T4 l# \so lets update our script- ?- b2 @6 @% I* C* B: r+ ?/ m! H% D$ h
: L- t# X- a) O! K

1 s0 _. V- Z) M! b3 I1 oCode:' ]' x: w& S( D/ ]; Q4 p4 T* }+ k
idstring " PSH"  @  L- d  E9 i" p( G: N" V
get UNK1 long
6 ^) o7 Y+ X/ b" \9 Gget FILES long
( v. q- n' C3 Jget NULL1 long/ Y, l( H. H1 y" c
for i = 0 < FILES) o0 {' {& p/ M  K3 G- J3 p
getdstring NAME 0x80% C3 J8 q3 Q, L! T
get UNK2 long
8 A# H- s) {, i" G- c* O) l  M: Xget UNK3 long
9 o7 J0 n! }+ \4 @get OFFSET long
9 d6 ]; E% H- y4 yclog NAME OFFSET ZSIZE SIZE4 d5 [' J1 ?- d# X
next i  O* x5 N( }8 A% Y

- j) g& m; x4 J4 [/ C0 e
/ Y9 A- {9 i, }5 fnow that just leaves ZSIZE and SIZE
& N3 y( d' ^7 lwell bye process of elimination the decompressed file must be bigger than the compressed file so we compare the 2 variables
2 X0 i* K! }0 P' A. }- m6 c24 72 00 00 is = 00 00 72 24 = 0x7224' T! Z7 e/ }9 X! p/ n) V
80 00 02 00 is = 00 02 00 80 = 0x20080
! Q9 _4 l- C8 h4 S, Jwell 0x20080 is definitely bigger so we now know the last 2 variables. ^! V9 g0 x( w% P' z

+ V: r. ]; ~& c$ U8 V* O
# @  ^. q$ e! D  y  ~' U" i  R: m2 iCode:( y( F/ f& M6 S2 c
idstring " PSH"6 F, A& i( L" x5 T( Y
get UNK1 long4 }" R) h) {3 F' S2 X8 ~9 K! W' @. t2 y  [
get FILES long
8 b, \- e: ?  s( I: V3 Q& {get NULL1 long$ e4 o; h4 f  |) y' u
for i = 0 < FILES, I5 p8 H5 f: b$ W7 A/ R2 R
getdstring NAME 0x801 i. V- i2 o, c% q
get ZSIZE long
) |  l- t7 d/ [' K3 `- H+ @! }- iget SIZE long! E7 h9 d6 G- P0 R0 o
get OFFSET long9 d: D; U. r7 R( J, J) d8 }6 g
clog NAME OFFSET ZSIZE SIZE) h) R9 R5 B" j+ B& |* k
next i
) P  H0 f4 I( q# P7 M- B3 m# @, M
' v  [" t. }# R; m3 }# G
% i  [! i1 S  t6 H- L, y) H7 O1 l# }: unow try our code out on the file# B7 ~6 J- ?" @4 d
open the command prompt and change to the directory. K7 a6 H' M( T" H, W
c:\temp
- ?2 i5 D5 |) g  T1 v9 R- [now type0 w* U. o+ A# q  ]
quickbms.exe -l astro.bms BoneObject.hsp .9 {; _8 F6 H% |6 T
yay it listed our files without any errors now lets try extracting them7 l5 A) [$ k( o
create a folder called extract. f# _5 l$ Q( x7 a# u( b! b
and type5 u7 Y8 z! w6 ~) l( y* d
quickbms.exe astro.bms BoneObject.hsp extract  f0 V& y7 z% T+ O, V. @
if we look in there we now have folders and in those folders are 4 pictures
0 `5 M$ ~, ]2 {8 W0 t) w2 h4 Qwe did it.
1 F& U6 x9 N( g+ |. {/ y) _
$ n# [. v# m2 I5 _" E) x* CLet me know if you want more pictures or any way I can improve the tutorials.! ?4 r" ?1 O: H& ]3 z
9 F7 h# f, Y. K- x6 l
5 X$ S1 n5 ]6 N% p/ g2 R% ]
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
& I9 r; V6 c2 |6 m——————————————————————————————& t3 T0 O7 i, {! u7 y8 N
建立一个目录C:\\temp来放我们解包出的文件
, Q7 A3 {- S# g# @" e0 q3 k" `! }  m& B1 G  A0 [2 l: O
1,进入C:\\temp文件夹
% K% T  p3 J5 C4 P7 [2,建立一个新文件 astro.bms(QuickBMS解包脚本)* V% e- e* Q* H) T0 w5 T0 y' v' n" B
3,把最新版的quickbms也放到这个文件夹" |. m: ^6 s& y! w2 Y+ G9 ]- v
( b2 U# a* n; C0 }% v) s9 R$ e6 I6 x7 s
现在,用你的十六进制编辑器打开BoneObject.hsp,来好好观察一下3 N; O% q8 b) v- |
(图)
8 j5 \9 h% _! G3 L# S5 b( a
) M! N# G6 z1 O; d很好,我们看到了一些清楚的文字& k$ C, n* c5 `0 B* [+ b
8 X8 j" d) y. P1 z4 G
你会注意到最开始4个字节20 50 53 48,是空格跟上PSH- w% C! g, [3 K/ z9 Q; X
看起来就是文件后缀名的反向排列+ p. k: X! }2 O. ?8 d

5 G# ]/ z5 I! P9 o3 @3 v) B1 Q这被称为idstring(标识字串)# \& y; ^- H# p5 o! D# o( L) w1 `
所以,现在在脚本里写上一句
2 d; H2 n6 K; g. u9 W- z
$ j' {5 m) |& vget IDSTRING long       (将四个字节(long)存为IDSTRING)) x% O# _/ ~2 o

0 f: A7 C: o0 R7 I& V这没什么错误,不过我们有一条更好的指令& W* K; o8 M- [* x3 H

" p; c' E+ N5 h* M# j3 l2 ^. I$ L$ \idstring " PSH"        ( W/ S% O# J% w6 G# ~0 Z  i
5 p( f# f/ e5 |0 Y
确保你没漏掉引号。
" u' @. R# E( g3 Y4 z: n, `6 P: m9 K) N# ~  y" h) y
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。
+ q: f* k7 l( C- a8 M# k
- X( }# g$ D, l7 ]. M之后继续观察文件,我们可以看到4 C! w' N" E3 y- t! u8 t
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
' m8 O3 M3 W. V# Z所以我假设有4个文件在这个包里。
% C& s8 W, N# S- K' v- x- g* y! y, V- u* ]' Z
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6 B6 }" j9 [$ V8 k) {" t

  N; V. ]* e% V& A/ g6 F3 C1 X那么我们在脚本里写这么一句, C. u5 v& v8 R/ t" f+ R

4 z; l, q8 t! p- w# tget UNK1 long
5 l  a! a- |# M9 S  I这句指令把4个字节存为变量UNK11 z/ ]7 N( w1 c' T3 z# V' E+ l

* p, X3 Q/ h! z0 U; h3 Z- b5 ~' Ook,之后四个字节是04 00 00 00,就是00 00 00 04或者4  p( z; z+ d% S1 T
这就是包里的文件数量,所以我们在脚本里写这么一句:8 |$ z: Y4 ~0 x, c0 B
3 _! b6 P" f; s) d
get FILES long& k2 B3 Y8 Z' ]& A) t5 q, o
这一句把4个字节存为变量FILES# e1 S" H5 R2 H) v
) S& H( u0 Y3 z- L; Q1 {
之后四个字节是00 00 00 00,嗯,那就代表0/ Y% ]/ p* \) Z
于是我们这么写
4 r5 P7 }; M4 ~5 W2 P
; e1 C) e, G- vget NULL1 long
  F3 n) p$ @6 Z把这四个字节存为变量 NULL14 c- }/ Z4 z8 L" t/ n% p

/ q) h! Z4 S0 M好了,现在我们到达了第一个文件的文件名部分7 A+ m7 I4 B& Q
Datas\\Texture\\BoneObject\\npc_nagoya_octopus01_body.dds/ M. R0 [/ q! [# M3 k% f& O, H
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?
) S2 A* t& R2 x/ c" B- a8 [
+ j- i) M0 Y0 b/ n; O+ S% Twell,我们来找找规律# e* }* r6 q# V  i& W5 u2 h0 D
Datas\\Texture\\BoneObject\\npc_nagoya_octopus01_body.dds is 0x36 # H% x8 T4 A! a
Datas\\Texture\\BoneObject\\Toon.bmp is 0x21
  q2 P; U& l! ?: M6 LDatas\\Texture\\BoneObject\\Toon_a.bmp is 0x234 u, P' K1 D" N7 ]% C' r, e& E8 f' w
Datas\\Texture\\BoneObject\\Toon_zero.bmp is 0x269 `3 l5 \( S2 O1 F

) L' e& K8 U) G, L1 E8 t( ^; j看起来没什么规律,呵呵: u& X5 d+ H) }% r  _6 X, a
& }( }3 s/ a0 L, i- c
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?
: H) N9 J8 v4 {  _6 H+ \5 K6 d$ `8 I
9 |3 K- b# m: P- S8 e9 K8 j: ~Datas\\Texture\\BoneObject\\npc_nagoya_octopus01_body.dds + 0's is 0x80   4 C/ i( T5 L5 A% T: U& W( h
Datas\\Texture\\BoneObject\\Toon.bmp + 0's is 0x80
: g1 u' P1 u8 ^1 |! JDatas\\Texture\\BoneObject\\Toon_a.bmp + 0's is 0x80
2 y& o* d' m% L9 j: M, n! X% e+ KDatas\\Texture\\BoneObject\\Toon_zero.bmp + 0's is 0x80' k5 g) B4 J4 F8 K. O" `
( s* p) @4 j* ~+ U  f5 ~2 C
嘿,看到了吧,他们的长度都是0x80
9 S% E+ v* `  N& W% N2 R: ]# E所以,我们在脚本里这么写2 r7 Y* R2 }7 i3 e* C
getdstring NAME 0x80
% Z9 @" t4 u5 i; p# @/ f6 t" q+ Z7 F
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& E# d( @6 ^4 |0 b8 o/ R

' {' K; |. Y, v0 Q% H( T3 xok,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
. |( N8 ]) B" H我们暂时这么写,之后再来搞清楚他们到底是什么意思* K' u5 D1 U- U$ _2 L. \
get UNK2 long
9 q1 k3 v! k( `# F# Y# k9 N" zget UNK3 long) ~) K3 B2 z' m6 I1 F6 ]7 v
get UNK4 long, b. \) l& ]& N3 j

# _: R. O# _: B* q, H3 [那么我们现在又看到了文件名# ^* i2 \9 u8 w9 \1 ~; N; G
现在,我们找到了规律,所以按我们之前学到了来写脚本:! n) H' b8 i0 U+ q  S
: q# G! }, F- u( x; U
代码:( C2 O# f- v; o+ w  X8 U7 ?# z- f
idstring " PSH"
( M0 I) d  B( G; C9 ~" vget UNK1 long; f8 c$ ~% N) s' z0 {3 F
get FILES long4 I) h0 ~- T9 m( [1 g
get NULL1 long5 Y) y: L' f( Y2 u* u5 m
for i = 0 < FILES
* ]% W1 U( I2 Z' P5 L' jgetdstring NAME 0x80
: }+ M8 A: ~* C- tget UNK2 long! d' D0 i. y, P- L
get UNK3 long 1 O; J  w3 ?6 L5 {& Y: S
get UNK4 long
/ y' G2 J& K; R+ z- l% `clog NAME OFFSET ZSIZE SIZE
8 G! p) ~; D2 e7 h3 inext i0 F* K( w3 {: p8 O3 C

& p: k4 R- v+ |# ?! p8 Cok,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' W1 V' {- d/ R" y* t. x5 Q2 F
我们同样将log命令改为clog,表示这是一个压缩过的文件。/ N) E% ~8 T- V4 \
- k3 s" g; [7 C8 R/ w
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0 w3 P9 P; D3 C! f! ^' @
OFFSET ZSIZE SIZE
. m0 w7 h- u1 [) t- ?# W
, a( U$ @2 _) c6 }" Q9 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?
2 [7 j! P0 H* O9 c" d0 Y' u6 a" s/ U
$ D  Y) g& D' U# {& d- s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。* C) H# i' Z" Q$ 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。
/ a& ]$ L$ b3 _) C8 ~78 9C 是标准zlib压缩格式的头部标识
" l. M# b$ @; X( n# h# x- u# P
# c5 M1 m) Q0 d; `2 ^所以,这意味着我们的第一个文件从偏移0x240开始* Y. k2 ~5 a* v- V
% s, s' U+ f- ]4 }. M, J% Z+ F
之后,我们回到列表里的第一个文件,看看这些未知变量。2 E+ U. ?; [! N/ v
24 72 00 00 代表0x72248 \# F, {4 a# M
80 00 02 00 代表0x20080' X2 z1 U: I7 m- [+ y/ s6 _
40 02 00 00 代表0x240# x, I5 ?/ N# o& v

1 C5 W' @7 r+ U  W8 P: ?! S2 y我想我们至少知道第三个变量0x240代表着偏移量5 P- x# j* g8 m; z' p; k
那么,更新一下脚本:
- N( Z9 D3 Z2 f* ^9 b, U. v
$ w1 d+ x/ e5 x3 E% r代码: # z& u" |' A" v' B
idstring " PSH"3 n4 H% n% m8 v$ ~+ u. M7 U
get UNK1 long& c  y+ z" r5 Z/ Z
get FILES long
- M; w6 S6 g# z7 B4 l$ M& K- Y' [get NULL1 long$ n# v+ M# L) E" Q7 p
for i = 0 < FILES
+ A) O6 q# Z# P2 |- h. Z' Q9 @getdstring NAME 0x80
  h7 `' G1 K8 ?$ W+ r/ gget UNK2 long* M6 Q9 \6 Y* u9 c9 C" C
get UNK3 long' F% L3 e. R. B$ {5 ~
get OFFSET long
% S& J8 Y$ X" i/ lclog NAME OFFSET ZSIZE SIZE 5 R  @+ Y) E4 o6 n: L8 ]% _
next i. K" V& Q; E& h1 E, O& N

' d+ t! Y. i5 [2 E, \/ p好了,现在还剩下ZSIZE和SIZE- S6 G( t9 S% G0 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5 v( q2 b, y1 m* u. N" B
一个是0x7224,一个是0x20080+ f/ y( _( A& C/ u
显然,后者要大,于是我们这么改写脚本:
; D. {0 P4 q1 u* [/ B; `6 y0 \% K4 G1 U' [8 z; h( Q
代码: 2 f% J! a5 `, o, ?& {7 u+ f* B
idstring " PSH"
7 i/ g' ~6 C7 Y$ d3 g* Z' Q" ^get UNK1 long
' F$ V/ G' e8 d7 p& {+ U' ^get FILES long
/ n( R# P; J2 X8 r0 E1 }* u3 bget NULL1 long
0 T7 y; Z7 v& W' Y  ufor i = 0 < FILES
! c$ i3 ~# X# V6 pgetdstring NAME 0x80
6 ?/ l$ D2 t" `. ]+ Sget ZSIZE long
+ K: W) ?7 d/ D4 s. Gget SIZE long
/ x4 F0 y( x, e' z8 J; D0 E! ^7 cget OFFSET long
" g8 m1 z: d* f& S2 kclog NAME OFFSET ZSIZE SIZE , I4 E' j3 w$ }: q! \4 b7 `
next i, b0 S, D7 K! S

) j( E' z5 [( `7 r: ?& ]* c* u6 W好了,现在试试我们的代码吧。- R9 w' l7 z) N, S" V
打开命令提示符,进入到c:\\temp目录! U( r" t- c9 N; e$ c& y
( t2 x  K7 i+ F9 ?
输入 quickbms.exe -l astro.bms BoneObject.hsp
8 r9 u8 E6 z- B, h+ G: }他会列出我们的文件,没有提示任何错误
9 f5 S0 S0 W4 R/ q$ t好了,现在我们建立一个目录 extract
2 q/ `- }! }" `4 c( {0 G输入quickbms.exe astro.bms BoneObject.hsp extract
% U1 f0 i8 s! w' D* c& @5 f* Z9 V# ]0 C
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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