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 Post subject: The Evil Winthin 2
PostPosted: Sat Dec 16, 2017 2:55 pm 
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Hi!
I've unpacked the game's language files with this script: http://aluigi.altervista.org/bms/the_evil_within_2.bms (quick bms)
I've the autoi script to the lanb file
I want to translate the game, but I can not repack the file :(
Can someone help you in it?

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 Post subject: Re: The Evil Winthin 2
PostPosted: Sun Dec 24, 2017 8:08 pm 
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Zotya0330 wrote:
Hi!
I've unpacked the game's language files with this script: http://aluigi.altervista.org/bms/the_evil_within_2.bms (quick bms)
I've the autoi script to the lanb file
I want to translate the game, but I can not repack the file :(
Can someone help you in it?

wath?! edit text files? can you give me that script?


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 Post subject: Re: The Evil Winthin 2
PostPosted: Sat Apr 07, 2018 10:21 am 
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I send a message


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 Post subject: Re: The Evil Winthin 2
PostPosted: Sat Apr 07, 2018 10:21 am 
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UP.


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 Post subject: Re: The Evil Winthin 2
PostPosted: Sat May 12, 2018 7:33 am 
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Is there no solution for backpacking?


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 Post subject: Re: The Evil Winthin 2
PostPosted: Sat May 12, 2018 5:12 pm 
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Zotya0330 wrote:
Is there no solution for backpacking?


quickbms can import files... you know that, right?
did you know about repack with QuickBMS?
Did you try It? (Sorry if i was ask a wrong question)

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 Post subject: Re: The Evil Winthin 2
PostPosted: Sat May 12, 2018 6:03 pm 
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Yeah I know
I tried


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 Post subject: Re: The Evil Winthin 2
PostPosted: Wed May 16, 2018 6:39 am 
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Good news, finally... I found a way to do that(for font and text and voice)
I wil share this information soon... Just wait for a while

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 Post subject: Re: The Evil Winthin 2
PostPosted: Sat May 19, 2018 8:20 am 
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Cool! I can't wait! :D


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 Post subject: Re: The Evil Winthin 2
PostPosted: Fri May 25, 2018 4:59 pm 
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Any progress with repack?


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 Post subject: Re: The Evil Winthin 2
PostPosted: Fri Jun 01, 2018 3:36 pm 
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*.PTR
Code:
UINT32 - XORed by 0xFADC4688 decompressed PTR size
UINT32 - version
UINT32 - splited to 4 parts and XORed first 32768 bytes (32 KB) PKR MD5
UINT32 - splited to 4 parts and XORed decompressed PTR MD5


You should compress PTR file. It's work fine with C# DeflateStream. And you don't need compress PKR data.

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 Post subject: Re: The Evil Winthin 2
PostPosted: Sat Jun 02, 2018 4:10 am 
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ripper wrote:
Code:
UINT32 - splited to 4 parts and XORed first 32768 bytes (32 KB) PKR MD5
UINT32 - splited to 4 parts and XORed decompressed PTR MD5
Great research! Can you explain more about this two fields?

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 Post subject: Re: The Evil Winthin 2
PostPosted: Sat Jun 02, 2018 4:18 pm 
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delutto wrote:
ripper wrote:
Code:
UINT32 - splited to 4 parts and XORed first 32768 bytes (32 KB) PKR MD5
UINT32 - splited to 4 parts and XORed decompressed PTR MD5
Great research! Can you explain more about this two fields?

common.ptr and common.pkr as example.
On the first image we skip header (0x10 bytes), select next 0x8000 bytes and calculate MD5 and get AAA643D74BB3433E09F662006A05EDB8

Image

Then (img2) we split this hash to 4 parts and XOR it.
Code:
0xAAA643D7 ^ 0x4BB3433E ^ 0x09F66200 ^ 0x6A05EDB8 = 0x82E68F51

Image

As i promise Zotya0330. I'll share tool source when return to home, monday-tuesday.

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 Post subject: Re: The Evil Winthin 2
PostPosted: Sun Jun 03, 2018 8:35 pm 
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ripper wrote:
*.PTR
Code:
UINT32 - XORed by 0xFADC4688 decompressed PTR size
UINT32 - version
UINT32 - splited to 4 parts and XORed first 32768 bytes (32 KB) PKR MD5
UINT32 - splited to 4 parts and XORed decompressed PTR MD5


You should compress PTR file. It's work fine with C# DeflateStream. And you don't need compress PKR data.


Thank you a lot ripper! Finally I was able to add Import Mode to my tool. Download link
I could not make it's work with compressed data, only works with uncompressed data.

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 Post subject: Re: The Evil Winthin 2
PostPosted: Tue Jun 05, 2018 6:38 pm 
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As i promised, here is my sources. Compiled binary in bin/Debug folder.

Usage for extract data:
1. Click PTR File "..." button and choose ptr file (note: pkr file must be placed on the same level with ptr, or 1 level above, like in game directory);
2. If needed click Extract directory "..." button and choose preferred directory.

Usage for import data:
1. Click Data directory "..." button and choose directory with extracted data (note: this program import only self-extracted files);
2. If needed click PKR/PTR File "..." button and choose preferred directory and filename.

This tool convert lanb files to txt (same as bms script format) and 48.dat font map files to xml like format.

Fonts in bimage files. If you see in xml data x coordinate more than image width it means that you need select image alpha channel.
In game little bit more than 58 763 words.


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