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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  A! C- P, z% Z; W. M9 O7 o: v7 P
1. to c:\temp
8 y& m" N0 H7 q$ W: y& R. \7 K  ]2. create a new text document called astro.bms
, ]5 N; U1 G) m3 O1 I6 s& ?* t8 V3. and place the newest version of quickbms in the folder also.7 p6 {  C" T  ^5 M. {& p6 x

4 Z  _8 ^8 _. c% {Ok so open up BoneObject.hsp in your hex editor and lets take a look at it.: q8 J' R+ x9 A4 k: c# B4 s: Q- a
  9 y" x: _; C: w" v+ B$ n. S. l
good we have some plain text.
& X& k$ I/ I# xyou will notice I highlighted the first 4 bytes 20 50 53 48 or " PSH" that is a space followed bye P S H., U, {7 i" e5 K5 p5 Y( ]
hmm that seems familiar that is the file extension only backwards. this is know as the idstring
% F5 L5 u: G  d6 k$ ?so up until now you would think to write in bms8 N4 O7 m5 S6 C/ N: r
get IDSTRING long
- }, j& a! G$ h5 mthere is nothing wrong with that but there is a better command# m1 v; X, e0 C3 F' K
idstring " PSH"! n: j2 x0 |- z8 d8 f, p
make sure you include the quotes.
$ Q: j1 D# {$ q3 S$ R" @so open your bms string and on the first line type
  l% |$ K! d6 q) z3 xidstring " PSH"
; Z* a3 R9 ~! j  s$ Q$ Ithe 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.
3 F) G  ?- y: A3 y* d% \1 X"aka noob proofing it"
6 r4 j" z; N, m% O" w9 f* y8 x
( a+ I& h7 B7 p& C8 b' `Ok so now lets look at what we can read I see
4 U1 ^  k3 l) n. RDatas\Texture\BoneObject\npc_nagoya_octopus01_body.dds , Datas\Texture\BoneObject\Toon.bmp , Datas\Texture\BoneObject\Toon_a.bmp , Datas\Texture\BoneObject\Toon_zero.bmp5 A7 j, e; p8 k- j
so I will assume there are 4 files in this archive.
; N3 c7 r; }/ n8 K5 s5 mwell 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 represents1 w" W! T0 m0 |
so lets write that in bms language
- g* P2 M. `$ yget UNK1 long
: |4 A4 h3 ^1 A2 l% y5 cthis saves those 4 bytes as the variable UNK1.8 I3 u- B* m6 A3 }- b
# T  h$ v( y2 r4 q
ok the next 4 bytes are 04 00 00 00 hmm this translates into 00 00 00 04 or 4
* s. [% W  l5 w% g8 h7 chey that is the number of files we counted so lets write that in bms
/ |: r# D  ]# {( W4 _get FILES long
! @$ q3 L8 F! u, y  athis saves those 4 bytes as the variable FILES.1 `6 C1 m- J4 g0 u( @. {
( M0 w8 f2 [0 T: X; Y$ z$ J9 A
the next 4 bytes are 00 00 00 00 well that is equal to zero so for now I will write that in bms
7 f! w- r4 _1 fget NULL1 long/ f! L0 P8 q! W& E) P4 i
this saves those 4 bytes as the variable NULL1; c0 k4 }& w0 \
. R8 o' U. O% Q: v6 F6 s& c: I/ ?+ l
ok now we have reached the first file name Datas\Texture\BoneObject\npc_nagoya_octopus01_body.dds
) `4 A& G7 i1 l% x& A! g9 J3 D8 ]' K+ 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?  ^( B) z# }- X" q, U
well lets look for a pattern+ k0 d- r6 L+ b9 C& L$ S8 M- l1 S
Datas\Texture\BoneObject\npc_nagoya_octopus01_body.dds is 0x36' ?8 |' _0 P4 C6 R* M6 i" |6 R
Datas\Texture\BoneObject\Toon.bmp is 0x217 O7 G% O6 I! |9 s! R
Datas\Texture\BoneObject\Toon_a.bmp is 0x235 q3 R; d" X$ q* c
Datas\Texture\BoneObject\Toon_zero.bmp is 0x26
) G( ^# o* q, l, T( z: hhmm I don't see anything that makes that a pattern.
5 Z  x" g. Y0 q1 ^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?
4 S" ^5 V% c' H1 L: D9 p3 @Datas\Texture\BoneObject\npc_nagoya_octopus01_body.dds + 0's is 0x80
9 L5 K' b7 p3 t$ ]& N- i/ NDatas\Texture\BoneObject\Toon.bmp + 0's is 0x80  x& G; q; \/ h9 u
Datas\Texture\BoneObject\Toon_a.bmp + 0's is 0x80
3 X7 r4 I: l6 S$ p$ U- X8 oDatas\Texture\BoneObject\Toon_zero.bmp + 0's is 0x80
/ ], ], D4 r+ h, E2 |hey they are all the same size when I include the 0's
0 [$ q( V4 @4 H# o( |' M7 N; Z7 tso in bms I would write this as2 {" p, @6 D9 I- C
getdstring NAME 0x80
! z( j. {  x2 N' V3 Q0 Z8 Ithis tells it to grab 0x80 bytes and store the text value of it
9 N0 B1 d+ l! F  n: t+ z3 Wand as an added feature it will automatically remove trailing 0's ' L- q8 x  O7 p: K1 a, W

+ i0 f5 y' i, Yok so now we have 0xC bytes before I see the next file name) ~. f# M9 o% c3 U, x/ u
which is 3 long values
9 c8 b: f) y. O* \7 d: Iso lets write those in and we will figure out what they represent later.+ x( L  G1 i7 b" ?
get UNK2 long
( v3 A5 J0 O: v; I0 `8 D# d& rget UNK3 long; c8 j* i" M+ r* p
get UNK4 long2 _" k: }& @7 \' Q% ]

& M6 `" F* J! C6 Dok so now we see the name again
9 H# `7 C# q$ ]+ ^  Vwe have our pattern so lets write our script based on what we learned
& E" \1 g! `9 u' aso it would look like this up until now! g$ @1 |4 Y& f0 t( Z

7 y3 v( ]' r- W( K, p! OCode:2 S1 O% R9 P+ U$ A7 @' ~
idstring " PSH"- J: I$ a" L' h  q4 j% e2 q  o
get UNK1 long4 J$ X, j' K4 y- Z+ {  Z7 Z: T$ l. I
get FILES long$ c7 X3 w! c) N$ @! g
get NULL1 long% F0 n+ m3 g/ z- X. C& T0 S
for i = 0 < FILES
) a9 R5 x  Q' c8 U4 Jgetdstring NAME 0x804 P( b* `* Q: V' n. c* d. t8 W6 P
get UNK2 long7 g" \) j5 W) c0 q
get UNK3 long5 U. }* ]' T6 }8 Q' v. o) w
get UNK4 long2 j, L, U! H1 q
clog NAME OFFSET ZSIZE SIZE1 [0 M: k" ]: z# @6 ^, W8 Y
next i
3 Y6 }4 h# u4 G; U; S
9 t0 y% y. p6 X
* |' j( N- r9 R1 Q) eok this may look complex but it is almost identical to the first tutorial file except we added 1 more variable$ D: P" g0 h5 }4 [
ZSIZE this represents the compressed file size while SIZE represents the decompressed file size" C4 F: e7 P+ B( U8 T1 |
and we also changed the log command to clog to represent it is a compressed file.
" n5 y4 ~0 u7 _' i) {* c  Y; m) R# M$ h( Z, r
ok so now we have our loop and the commands to extract our files but we still need to fill in the variables: v& Z& P, R2 B/ D+ O& c# x
OFFSET ZSIZE SIZE
! h6 }$ V4 I" p9 \% zso that means our 3 unknown values must represent that but how do we know what order they are in?, p& m# |& a  T/ K5 ~7 b
$ ]; p+ w4 v0 P" R' J$ B# W  V
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 length0 h/ A' \6 G+ {! ~& c3 u
then add our 3 unknown variables so that means we are highlighting 0x8C for our length. the first file is from 0x10 - 0x9B
1 O9 p# J5 h0 Z) I; ~2 `' b' D5 N/ p4 fso now do this for the rest of the files and you end up at highlighting 0x1B4 - 0x23F
2 y; G6 z( X  [( P$ n* j3 z  
8 i4 P" j- \7 J' S5 \ok so we reached the end of our loop now what?
# Y( [3 t& `1 _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.
) D  k! F; y) X' l' R78 9C represents the standard zlib compression header
3 R; Y+ [+ a6 N: tok so this means our first file starts there which is at offset 0x240
- d' \4 h2 r$ ^+ g: d+ Y/ e8 b4 |/ `( ~5 D2 ?
well lets go back to our first file in the list and look at those unknown variables.. V1 f- P7 z3 }% R* ^+ H
24 72 00 00 is = 00 00 72 24 = 0x7224- |4 X( u! A+ D" [! p5 d0 O& i
80 00 02 00 is = 00 02 00 80 = 0x20080) z; g5 g8 q8 W' o$ ]# j8 J8 q
40 02 00 00 is = 00 00 02 40 = 0x240' j2 C8 A& B7 O, `/ ~
I think we have a winner so the third variable is 0x240 aka the offset0 a! h# j. e/ S9 e
so lets update our script
+ Y5 J0 l; t) [0 T6 a5 y$ `8 G  H! }0 m: e- x

4 q) x% _# f5 S# s7 _2 c/ FCode:
9 I1 C% g. T% |* |idstring " PSH"
/ q5 O3 f" t- C. F- h+ lget UNK1 long+ o8 N5 ]( }; k: M3 N
get FILES long9 `6 N6 K# M6 v6 R
get NULL1 long
0 W* l# [; ~0 l4 J4 M6 U- m, Mfor i = 0 < FILES
4 y$ G& R5 B+ N7 |* fgetdstring NAME 0x806 g+ A3 r' \0 x
get UNK2 long! a3 @8 @" F  Z/ q8 P0 o1 `
get UNK3 long3 @% @6 b5 F5 l' }' h+ J
get OFFSET long/ ~6 ^1 K4 T9 I8 w4 ~: }
clog NAME OFFSET ZSIZE SIZE0 S; H  N9 v/ b  q, \+ \* r
next i' z+ M: @$ F1 ^# ^4 R

- V! Y/ B7 W% ^
. {4 L  o: {' F& \) p3 W' unow that just leaves ZSIZE and SIZE
1 \0 V. w) a( z* k* y) U" Gwell bye process of elimination the decompressed file must be bigger than the compressed file so we compare the 2 variables( Q; z( J9 W" u1 O% j
24 72 00 00 is = 00 00 72 24 = 0x72248 H5 d3 k$ z, [3 Y7 i5 J+ v3 b; u5 F
80 00 02 00 is = 00 02 00 80 = 0x20080# w! }' [3 B8 B
well 0x20080 is definitely bigger so we now know the last 2 variables% J; X, e5 a7 W6 k& C
4 z7 A  i" D) [, s
/ E' b( H0 O  @5 K9 J
Code:
$ C/ B* d' l! `4 n2 P' {& y6 h  Ridstring " PSH", k5 b( B$ E: I0 c* @- u
get UNK1 long: E9 T  ]+ u  D1 R7 X- o
get FILES long
' g5 f7 b; _3 }4 ?get NULL1 long. N7 K, H2 ~- S4 `" @
for i = 0 < FILES+ t  `+ r0 o% k
getdstring NAME 0x80
: Q' v  \- w0 O! m0 p; Jget ZSIZE long0 `% p" R5 N0 a/ v0 e
get SIZE long
4 }1 {" {* t* J# `( d6 {( Eget OFFSET long6 P( b6 |; l; i0 U% {2 Q* m, w
clog NAME OFFSET ZSIZE SIZE5 x$ [- d' t9 D* R
next i
* H2 B& g$ {5 `: j$ X9 O
4 p3 M! I6 F* t4 x5 ?% D9 a. s4 \- _# P! N( x8 d1 C3 B
now try our code out on the file2 C2 ~% U  @' u. y: ]
open the command prompt and change to the directory
- N; \; C8 r+ o$ Nc:\temp
9 m  `/ m1 ^4 V/ [, i: E( Enow type+ b1 d- }* N3 y- h( M4 a$ g; K
quickbms.exe -l astro.bms BoneObject.hsp .
! O5 r; B% k4 u) Jyay it listed our files without any errors now lets try extracting them# n3 m3 j" U$ y6 Q
create a folder called extract
9 t& G; P8 n2 ]) G( Nand type
1 r/ }9 e: ]" O. [$ Pquickbms.exe astro.bms BoneObject.hsp extract
& o5 Y* @  e- `  R/ x& Qif we look in there we now have folders and in those folders are 4 pictures
8 e, ]; P4 ~8 U5 g  ?4 \we did it.
: b9 q' Z0 w, N% ~) b' Z
; @' b6 _  O1 Y9 _Let me know if you want more pictures or any way I can improve the tutorials.+ u7 n: j; J( p/ s" _+ k
6 f' `" |5 G1 Y6 Y  b1 u5 J

. c/ A( k2 v1 H6 b- z3 P' fLast 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# w/ x" j9 T: B, T/ W# l
——————————————————————————————
0 O1 U2 `( o3 @- h0 P2 _建立一个目录C:\\temp来放我们解包出的文件
, B+ p  ?" V8 u! w& d* b; D
! f8 f  J5 K' }2 ?# ^) B1,进入C:\\temp文件夹
& s, d7 p8 m6 h2,建立一个新文件 astro.bms(QuickBMS解包脚本)" u7 J- l+ O* Z
3,把最新版的quickbms也放到这个文件夹
1 L8 x% c- A7 J8 C4 {
0 |0 S" n" W) I1 L- K现在,用你的十六进制编辑器打开BoneObject.hsp,来好好观察一下
  o# i, Y( T4 g# Z% T! A(图)
0 |% I, H  p  i. y' b  _6 q
& N6 p  d+ j, y, C9 n/ j很好,我们看到了一些清楚的文字! D7 ~: _* x2 D# |8 Y
, O  s; T, U  v  B( {* P9 M
你会注意到最开始4个字节20 50 53 48,是空格跟上PSH
" o# }; S2 s' M( t看起来就是文件后缀名的反向排列
0 j+ j4 h3 {7 h* R) A& H
# I, h* C7 b4 j/ U# Z, E! j: Z  Q这被称为idstring(标识字串), i. m. u5 M! b* O
所以,现在在脚本里写上一句# u, s9 R6 w; t6 S

: d% i4 a  h2 t) ~: i$ }' N2 Aget IDSTRING long       (将四个字节(long)存为IDSTRING)/ a# X4 e  v% s1 l5 s3 w

* C) s* O2 v. \; F5 e1 U2 T这没什么错误,不过我们有一条更好的指令# \* k! B! `2 o# Y" m" g

7 ?' Q( a' e8 m' \8 {( }idstring " PSH"        % b. `, [3 q# A7 O: ?* i1 z9 d

; A! o: G* g& ~确保你没漏掉引号。1 W, J, O! i7 Z2 q& w" r. g
1 ]" g8 N3 U$ v1 K9 v; 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。: R$ p6 t4 ^" d  E- v' H
+ O- V4 D# z. j: Y
之后继续观察文件,我们可以看到
; x5 v- |- ]7 q) l/ G" A% ~) oDatas\\Texture\\BoneObject\\npc_nagoya_octopus01_body.dds , Datas\\Texture\\BoneObject\\Toon.bmp , Datas\\Texture\\BoneObject\\Toon_a.bmp , Datas\\Texture\\BoneObject\\Toon_zero.bmp
/ o4 P& L; Q/ ?4 H  |所以我假设有4个文件在这个包里。
2 `& o+ X* j0 @. j4 u, e' n2 f
; H  I- u- _+ 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5 K! |- P8 P) N! h
: ^, c: J9 h/ X  a" ^2 C7 m4 P
那么我们在脚本里写这么一句
% r$ [, ]& B3 T+ B; Y* c8 F
. U/ ?& w. L$ l; ?/ ?* \' f4 X$ Dget UNK1 long/ c8 I* H+ V+ T
这句指令把4个字节存为变量UNK1' _' e2 L& N9 P( u4 |: ^" ?2 F' g

  I8 X( y$ E" s5 rok,之后四个字节是04 00 00 00,就是00 00 00 04或者4
- [% J0 n/ x: z$ k这就是包里的文件数量,所以我们在脚本里写这么一句:2 c, t, |& d4 Q
; _5 ^+ O# Q# e  W# v
get FILES long
# j8 {# d: w7 P" ^, O1 n这一句把4个字节存为变量FILES
( Y; X! A5 ]% z& e+ V, _) \! q- J! Z9 \/ j. q; Q9 h  c
之后四个字节是00 00 00 00,嗯,那就代表0
& x0 `  _$ ]# a于是我们这么写. C# ?, x, }& V. w- k
6 }5 M" J6 N  S0 w8 i: B8 g
get NULL1 long% B' A' U3 N9 }" ~
把这四个字节存为变量 NULL1
$ _; h/ Q% |, j1 R7 s8 n
& v1 c0 q7 N; D好了,现在我们到达了第一个文件的文件名部分
; E- Y/ d7 D: `7 c6 R' ODatas\\Texture\\BoneObject\\npc_nagoya_octopus01_body.dds
4 ?+ b2 M6 `4 t  M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?+ F+ q9 A7 z( O& G# [8 z
% D9 @* q; T$ n) Q. {3 M/ ^1 Q% r
well,我们来找找规律& N$ [, M+ o4 e" C
Datas\\Texture\\BoneObject\\npc_nagoya_octopus01_body.dds is 0x36 # J+ \. ^" {5 Q% h) i
Datas\\Texture\\BoneObject\\Toon.bmp is 0x21; W" a( x6 p$ A. e$ W3 V0 q
Datas\\Texture\\BoneObject\\Toon_a.bmp is 0x23
$ K' d/ }5 I# c$ c. XDatas\\Texture\\BoneObject\\Toon_zero.bmp is 0x26) }  N1 g7 E1 h: S! w. P

' P. J+ A1 F/ s, V! \' T* A看起来没什么规律,呵呵
+ W' x* ?7 T6 E5 a8 w, y# i$ P1 z& Y6 j. D+ W6 _  C, Z/ R3 [
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?& N+ Q) c# [% Z+ k7 l" o5 T

5 i6 W  D7 H- uDatas\\Texture\\BoneObject\\npc_nagoya_octopus01_body.dds + 0's is 0x80   5 W- C- s; b. [. ]: a
Datas\\Texture\\BoneObject\\Toon.bmp + 0's is 0x80 , I# r, E& w4 K% n
Datas\\Texture\\BoneObject\\Toon_a.bmp + 0's is 0x805 j; `: X  o8 d+ ?5 ?* Q, \
Datas\\Texture\\BoneObject\\Toon_zero.bmp + 0's is 0x80, I' S7 ^0 R1 d- d
; G/ A* |: S0 w/ H6 R
嘿,看到了吧,他们的长度都是0x80
% J3 a  F3 F$ G- {: n, {# V8 y所以,我们在脚本里这么写+ [' a8 r+ a4 C& S" g
getdstring NAME 0x80
( O/ R* }1 w& I) C, U: \9 a! b/ w. s, C
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03 X9 X+ ^7 e, c" X! A

" S; z' j& c; ]4 |' {4 p8 F2 z$ {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& e2 e8 ]- N1 @8 i4 `! W) L
我们暂时这么写,之后再来搞清楚他们到底是什么意思
/ x" u2 V2 k* g- Pget UNK2 long$ y8 e2 V& g0 i) f2 c1 F: C5 N2 J7 D
get UNK3 long; S$ F7 u5 Y, e; |" W6 s
get UNK4 long# j. b  m9 Z$ Y; V& p: \- a6 J: G

* S* |' Z' {: ]9 V1 f9 I  l那么我们现在又看到了文件名
3 b# b3 f7 {2 K2 ?8 x  e现在,我们找到了规律,所以按我们之前学到了来写脚本:
7 k1 P, ]) A1 o6 q  [1 O- b- [4 B4 y+ C+ v; Z' K
代码:7 D  L4 ], ^! V. ]3 [: n
idstring " PSH"
+ a% `+ f5 `2 gget UNK1 long
* [4 f" @7 |! U& P. O( M+ Vget FILES long4 k, E! [" M4 `. {# i9 }! i6 e* p
get NULL1 long; h4 M; F6 i5 g  }8 V
for i = 0 < FILES
- n& T$ d8 _- W+ ~& k& |: A$ \getdstring NAME 0x80
* d% w( B$ e4 r% t$ {get UNK2 long2 i& }: K- O: h6 B" u
get UNK3 long ; r) q, \" e+ K
get UNK4 long4 g+ k4 B" {) N% S  |4 m& q8 E! d+ w
clog NAME OFFSET ZSIZE SIZE
9 N( t1 K5 _+ Tnext i
+ n9 @; v; J, w7 P/ l, K# w
; S' z$ Q. _1 }! I, E0 Wok,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
0 Y; V* D( f$ H& I4 ^我们同样将log命令改为clog,表示这是一个压缩过的文件。$ a$ ~2 Q6 R4 ]9 ~; @% c
# H, d2 C5 X: P
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6 ?  O. c; c: Y  Z' j$ `5 E
OFFSET ZSIZE SIZE
' O* m) K5 V8 _, F/ Y
! }, ^8 V1 S: h! 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?0 E6 o+ l7 w) f; [

" ]2 S- b: u# t9 w* p0 i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。
! s- N1 `* b  L; F+ D, }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。+ C0 _& ]; ~' g" v$ r: L1 C3 F
78 9C 是标准zlib压缩格式的头部标识
3 F- O) L8 e. k/ ^4 L8 G+ Y" z/ F* x
1 }6 D4 d4 Z( r" N4 B, \- E4 v  {9 v3 u所以,这意味着我们的第一个文件从偏移0x240开始
# K+ W4 L) a0 ~1 \1 b  h5 f3 e6 g( j, @1 `, S
之后,我们回到列表里的第一个文件,看看这些未知变量。, P# x& H" v1 t, w! @) [4 X
24 72 00 00 代表0x7224& `1 s, H! c+ a1 d* T. h5 Z8 S8 w
80 00 02 00 代表0x20080
8 `( n4 l* m! h& J. w- m# l/ z40 02 00 00 代表0x2402 E9 I) H! w) I" X+ [6 a  X" @0 N2 {

$ F/ C3 Q8 H0 k% n我想我们至少知道第三个变量0x240代表着偏移量" x. k* O- u, U  W, M+ x* P- ]; `& i; V$ H
那么,更新一下脚本:+ Q# B/ |8 O8 G

) B/ I' ]/ p0 x4 D) H3 v* a代码:
+ I' |% c% a$ G7 H% [idstring " PSH"
5 r. X9 {3 I% d$ Bget UNK1 long
* d$ L* C: W: l% r0 C, Q1 N2 vget FILES long
1 L3 B+ _4 X! C$ S+ [$ zget NULL1 long
2 \- ?( i* E; f$ e- M8 J+ l" Bfor i = 0 < FILES4 y8 G. V7 ~7 H0 a
getdstring NAME 0x80
6 t" Z; V% S1 A& ~) m6 W! A( Sget UNK2 long, q2 G( }2 w8 ]6 @0 H
get UNK3 long9 s) C* X) M  c5 T5 B( x: o
get OFFSET long# i. P  p1 E8 `, k
clog NAME OFFSET ZSIZE SIZE
" X3 u" Y" C* ?$ s- s; q: dnext i
! P2 j5 ^% q( }# J
- C% a" F4 X# _2 ]- k% m7 L好了,现在还剩下ZSIZE和SIZE, t  |8 \. Y. N" g' v, }
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
, G! O/ P, _- E% X* L9 u一个是0x7224,一个是0x20080
+ X" ?6 d/ I  w9 l6 b显然,后者要大,于是我们这么改写脚本:  @) q, ~7 o; K% R& j3 M, `
; D/ g# R! X& @0 S% R# Y% q
代码:
7 d, o1 A2 z5 f! `0 s# e/ pidstring " PSH"
1 i# e& Z; u9 Y$ iget UNK1 long
0 ?5 U2 ]& }& Y* |  ]2 U% tget FILES long
8 h9 W2 A- d8 ?get NULL1 long
$ h! s, q& o: }& ]1 qfor i = 0 < FILES
, R  s. M8 y1 o- q4 P) C5 Z2 j2 Cgetdstring NAME 0x80$ B/ D' j9 j4 R- h
get ZSIZE long
9 j6 M; l$ p$ jget SIZE long
  Y, [( _3 w! p# zget OFFSET long  M$ {) @0 G1 o0 r. A
clog NAME OFFSET ZSIZE SIZE 3 h4 y4 k1 ~& i$ ?4 v# ~7 a1 \/ K+ |
next i
1 o( v' e* H1 p. V% `0 p/ X# S8 t
好了,现在试试我们的代码吧。
$ f, e! n- c6 u) s- W: Y4 p打开命令提示符,进入到c:\\temp目录6 L& t# B* N) p. C) h$ w

5 K6 Z0 z0 E& X* |% T0 I3 L输入 quickbms.exe -l astro.bms BoneObject.hsp
9 c, o) O1 c- r4 a9 ^他会列出我们的文件,没有提示任何错误; v) Q9 V8 @3 }1 r6 b5 z
好了,现在我们建立一个目录 extract
3 p  x9 V- Z4 B输入quickbms.exe astro.bms BoneObject.hsp extract
4 V: s0 g& d- a# S; m
% _# V4 r1 u3 Y6 n. g( y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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