Search found 15 matches
- Fri Nov 15, 2019 9:20 am
- Forum: Graphic file formats
- Topic: Evolution Engine 1.6 font bitmap
- Replies: 6
- Views: 1877
Re: Evolution Engine 1.6 font bitmap
thx. looks promising. i've closed project almost 3 years ago and will have to dig it up first. with working script and reversed format I can manage rest on my own.
- Thu Nov 14, 2019 8:02 pm
- Forum: Graphic file formats
- Topic: Evolution Engine 1.6 font bitmap
- Replies: 6
- Views: 1877
Re: Evolution Engine 1.6 font bitmap
thx, but withou magical D2.exe its useless for me;-( if you know how to convert EE1.6 bitmaps to 'normal' format and back, please share your findings. I would gladly update our translation to support zażółć gęślą jaźń chars;-) Спасибо.
- Sun Oct 27, 2019 4:12 pm
- Forum: Graphic file formats
- Topic: Evolution Engine 1.6 font bitmap
- Replies: 6
- Views: 1877
Re: Evolution Engine 1.6 font bitmap
nothing
we released Polish translation without national chars because of that. I was trying to contact various Digital Extreme devs involved in TD2, but it's to ancient stuff for them, so no luck here too.
- Mon Jan 23, 2017 5:29 pm
- Forum: Graphic file formats
- Topic: Evolution Engine 1.6 font bitmap
- Replies: 6
- Views: 1877
Evolution Engine 1.6 font bitmap
In this file you can find Evolution Engine 1.6 (The Darkness II) bitmap fonts - English and Russian. Files are split in 2 parts - header and bitmap itself. Header DWORD - string count for each string: DWORD - string lenght X * BYTE - string after there are 0xA0 bytes: DWORD - zero DWORD - 0x94 - pr...
- Thu Mar 27, 2014 9:53 pm
- Forum: Game Archive
- Topic: Castlevania: Lords of Shadow – Mirror of Fate HD
- Replies: 12
- Views: 5585
Re: Castlevania: Lords of Shadow – Mirror of Fate HD
works for PC edition too, just comment 'endian big'.
- Thu Mar 27, 2014 9:46 pm
- Forum: Graphic file formats
- Topic: Castlevania: LOS – Mirror of Fate HD .bctex textures
- Replies: 13
- Views: 5517
Re: Castlevania: LOS – Mirror of Fate HD .bctex textures
bitmap starts at 0x24, its two 8bit interleaved channels. first channel always 0xFF, second is what you need. bfont format is almost the same as mst in big Castlevanias. at 0x28 you have offset to chars table data and there x, y, w, h all shorts. one difference - chars 0x00-0x1f are skipped so there...
- Tue Mar 25, 2014 10:37 pm
- Forum: Game Archive
- Topic: Castlevania: Lords of Shadow
- Replies: 109
- Views: 41899
Re: Castlevania: Lords of Shadow
DLC content 4 Revelations is complete 'resource pack' to which games switch's when DLC is activated. to make your mod working for DLC just put it in DLC folder for example /content/4/ and name Data01.packed - works like a charm. there is also DataEnglish.packed (in console 64kb chunk format) which c...
- Tue Feb 11, 2014 8:58 pm
- Forum: Game Archive
- Topic: Castlevania: Lords of Shadow
- Replies: 109
- Views: 41899
Re: Castlevania: Lords of Shadow
PC demo of C2 is out. data is in .packed archives which has one difference from a aluigi script - extra 4 nulls after each file entry in table. sadly texts are not final retail and DLC lang file in english is missing too. format didn't change, so get ready for translation.
- Sat Feb 01, 2014 10:52 pm
- Forum: Game Archive
- Topic: Castlevania: Lords of Shadow
- Replies: 109
- Views: 41899
Re: Castlevania: Lords of Shadow
I take back what I said about PC version;-) C2 will have open world with no loading screens, so 64kb chunks makes now more sense. can't wait to see what they did!
- Thu Nov 07, 2013 7:41 am
- Forum: Game Archive
- Topic: Castlevania: Lords of Shadow
- Replies: 109
- Views: 41899
Re: Castlevania: Lords of Shadow
PC version probably wont use compressed chunks, most likely it will be the same format as for CLoS1. anyway, kudos Ekey, you make life of many ppl much easier;-)
scripts also works with X360 demo of CLos2.
scripts also works with X360 demo of CLos2.
- Wed Nov 06, 2013 11:27 am
- Forum: Game Localization
- Topic: Grim Dawn (*.arc)
- Replies: 15
- Views: 7862
Re: Grim Dawn (*.arc)
thx for the script, making python (un)packer will be piece of cake. i don't think they will change format. this game uses modified, sometimes heavy, engine from Titan Quest, but data structures seems untouched beside shift to LZ4. this could be only temporary for development time to speed up build p...
- Sat Oct 26, 2013 8:07 pm
- Forum: Game specific tools
- Topic: Papers, Please (*.DAT) Encryption tool
- Replies: 17
- Views: 15586
Re: Papers, Please (*.DAT) Encryption tool
1.0.41 is out. could you update tools and provide new unpacked package? thanx in advance.
- Mon Apr 29, 2013 9:35 am
- Forum: Game Localization
- Topic: Telltale and Gametap - extract to translate
- Replies: 618
- Views: 202135
Re: Telltale and Gametap - extract to translate
PNG usage explain different texture size vs PN1 - both games share some resources. grrr, i've hoped for fast and easy translation.
- Sun Apr 28, 2013 9:09 pm
- Forum: Game Localization
- Topic: Telltale and Gametap - extract to translate
- Replies: 618
- Views: 202135
Re: Telltale and Gametap - extract to translate
yes he did. but TG also made some changes and now files in ttarch are compressed or something. at least d3dtx and font files. -m option does not export dds, and TTG Tools don't open font files.
- Sat Apr 27, 2013 7:56 pm
- Forum: Game Localization
- Topic: Telltale and Gametap - extract to translate
- Replies: 618
- Views: 202135
Re: Telltale and Gametap - extract to translate
anyone got blowfish key for Poker Night 2? TIA
