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 Post subject: [PC] The Cave - *.~h and *.~p archives
PostPosted: Tue Jan 29, 2013 5:38 pm 
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Hello. I need help with unpacking and repacking archives in this game. Can someone look at this files and create quick bms script or tool/unpacker? Please :)
In "p" files there are content of the game (like textures)
In "h" files there are file names

I uploaded files for analysis to this post.

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 Post subject: Re: [PC] The Cave - *.~h and *.~p archives
PostPosted: Tue Jan 29, 2013 5:52 pm 
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viewtopic.php?f=10&t=9737
viewtopic.php?f=10&t=8631

http://aluigi.altervista.org/papers/bms ... legend.bms

PS: Did you not try search?


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 Post subject: Re: [PC] The Cave - *.~h and *.~p archives
PostPosted: Tue Jan 29, 2013 5:58 pm 
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Ekey wrote:


Thank you. I'll try this ^^

I searched with wrong method ;p

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 Post subject: Re: [PC] The Cave - *.~h and *.~p archives
PostPosted: Tue Jan 29, 2013 6:03 pm 
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File format is similar to the format of game "Stacking".
Also like format of game "Costume Quest", with some modifications.

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 Post subject: Re: [PC] The Cave - *.~h and *.~p archives
PostPosted: Tue Jan 29, 2013 11:57 pm 
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Ekey wrote:
http://forum.xentax.com/viewtopic.php?f=10&t=9737
viewtopic.php?f=10&t=8631

http://aluigi.altervista.org/papers/bms ... legend.bms

PS: Did you not try search?

These files seem to have a small difference, none of the above methods worked.

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 Post subject: Re: [PC] The Cave - *.~h and *.~p archives
PostPosted: Wed Jan 30, 2013 10:13 am 
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Double_Fine_Unpacker
Test Version
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 Post subject: Re: [PC] The Cave - *.~h and *.~p archives
PostPosted: Wed Jan 30, 2013 5:28 pm 
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I searched in the internet for the tools to this game and I found new version of Double Fine tool that can support files from The Cave. We can unpack/repack files or strings with text to translate. Enjoy :)

Example unpacking command: C:\Users\ikskoks>C:\Users\ikskoks\Desktop\DoubleFineTool\DoubleFineTool.exe -u "
D:\The Cave\Win\Packs\Loc_enUS.~h" C:\Users\ikskoks\Desktop\DoubleFineTool


DoubleFineTool.exe - name of the tool
-u - unpacking option
"D:\The Cave\Win\Packs\Loc_enUS.~h" - path to the "h" file
C:\Users\ikskoks\Desktop\DoubleFineTool - a folder where files will be unpacked

EDIT: Download also available here --> < link expired >


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Last edited by ikskoks on Sat Dec 27, 2014 2:42 pm, edited 1 time in total.

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 Post subject: Re: [PC] The Cave - *.~h and *.~p archives
PostPosted: Thu Jan 31, 2013 5:52 pm 
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Hi guys,
Has anybody tried to edit game fonts? I tried, but without success. Game will not show letters, only white squares (like missing characters). I have used Scaleform 3.x and 4.x for generating GFx, but result is the same.

UPDATE:
Got it! Problem was in one byte. After generating GFx file, one byte was "0x03" (maybe a Scaleform version??), but original GFx file has "0x02" there. So I changed it back to 0x02 and voilà, fonts are showing :)

Highlighted byte is THAT :errr: byte:

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 Post subject: Re: [PC] The Cave - *.~h and *.~p archives
PostPosted: Fri Feb 01, 2013 7:23 am 
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ikskoks wrote:
I searched in the internet for the tools to this game and I found new version of Double Fine tool that can support files from The Cave. We can unpack/repack files or strings with text to translate. Enjoy :)

Example unpacking command: C:\Users\ikskoks>C:\Users\ikskoks\Desktop\DoubleFineTool\DoubleFineTool.exe -u "
D:\The Cave\Win\Packs\Loc_enUS.~h" C:\Users\ikskoks\Desktop\DoubleFineTool


DoubleFineTool.exe - name of the tool
-u - unpacking option
"D:\The Cave\Win\Packs\Loc_enUS.~h" - path to the "h" file
C:\Users\ikskoks\Desktop\DoubleFineTool - a folder where files will be unpacked

EDIT: Download also available here --> DOWNLOAD DOUBLE FINE TOOL


Sadly it still can't unpack XBOX360 version file.


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 Post subject: Re: [PC] The Cave - *.~h and *.~p archives
PostPosted: Fri Feb 01, 2013 7:50 am 
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merlinsvk wrote:
Hi guys,
Has anybody tried to edit game fonts? I tried, but without success. Game will not show letters, only white squares (like missing characters). I have used Scaleform 3.x and 4.x for generating GFx, but result is the same.

UPDATE:
Got it! Problem was in one byte. After generating GFx file, one byte was "0x03" (maybe a Scaleform version??), but original GFx file has "0x02" there. So I changed it back to 0x02 and voilà, fonts are showing :)

Highlighted byte is THAT :errr: byte:

Image

Hello, merlinsvk.
Could you tell me how to use the Scaleform 3.x or 4.x to generate the GFx?
I want to translate the game to my own language, already know how to unpack/pack the *.P files.
Could you help me, please?


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 Post subject: Re: [PC] The Cave - *.~h and *.~p archives
PostPosted: Fri Feb 01, 2013 11:30 am 
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yeah x360 support would be great :) PC is zlib but X360 is lzx

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Quick BMS Editor GUI - simple easy to use
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 Post subject: Re: [PC] The Cave - *.~h and *.~p archives
PostPosted: Fri Feb 01, 2013 1:46 pm 
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Rjack wrote:
Hello, merlinsvk.
Could you tell me how to use the Scaleform 3.x or 4.x to generate the GFx?
I want to translate the game to my own language, already know how to unpack/pack the *.P files.
Could you help me, please?

Scaleform Gfx it's default Flash SWF with changed header CWS to GFX :)


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 Post subject: Re: [PC] The Cave - *.~h and *.~p archives
PostPosted: Fri Feb 01, 2013 2:25 pm 
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Rjack wrote:
Could you tell me how to use the Scaleform 3.x or 4.x to generate the GFx?


Scaleform SDK can be used from Adobe Flash, while you editing fonts in flash file, but it's not necessary. I'm using it from command line like:
Code:
gfxexport englishfonts.swf


Then I change that one byte and pack new .gfx to .~p archive.

That's all.


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 Post subject: Re: [PC] The Cave - *.~h and *.~p archives
PostPosted: Fri Feb 01, 2013 4:02 pm 
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merlinsvk
Does not work the way. White squares instead of letters.
How to change font in SWF-file in Adobe Flash?

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 Post subject: Re: [PC] The Cave - *.~h and *.~p archives
PostPosted: Fri Feb 01, 2013 4:12 pm 
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merlinsvk wrote:
Rjack wrote:
Could you tell me how to use the Scaleform 3.x or 4.x to generate the GFx?


Scaleform SDK can be used from Adobe Flash, while you editing fonts in flash file, but it's not necessary. I'm using it from command line like:
Code:
gfxexport englishfonts.swf


Then I change that one byte and pack new .gfx to .~p archive.

That's all.

Thanks for your replying. But I have one more question.
What should I do if I want to use another font? Should I change the font name?
Sorry, I'm not good at Adobe Flash. :oops:


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