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Search found 15 matches

by cienislaw
Fri Nov 15, 2019 9:20 am
Forum: Graphic file formats
Topic: Evolution Engine 1.6 font bitmap
Replies: 6
Views: 629

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.
by cienislaw
Thu Nov 14, 2019 8:02 pm
Forum: Graphic file formats
Topic: Evolution Engine 1.6 font bitmap
Replies: 6
Views: 629

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.
by cienislaw
Sun Oct 27, 2019 4:12 pm
Forum: Graphic file formats
Topic: Evolution Engine 1.6 font bitmap
Replies: 6
Views: 629

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.
by cienislaw
Mon Jan 23, 2017 5:29 pm
Forum: Graphic file formats
Topic: Evolution Engine 1.6 font bitmap
Replies: 6
Views: 629

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...
by cienislaw
Thu Mar 27, 2014 9:53 pm
Forum: Game Archive
Topic: Castlevania: Lords of Shadow – Mirror of Fate HD
Replies: 11
Views: 3926

Re: Castlevania: Lords of Shadow – Mirror of Fate HD

works for PC edition too, just comment 'endian big'.
by cienislaw
Thu Mar 27, 2014 9:46 pm
Forum: Graphic file formats
Topic: Castlevania: LOS – Mirror of Fate HD .bctex textures
Replies: 13
Views: 4346

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...
by cienislaw
Tue Mar 25, 2014 10:37 pm
Forum: Game Archive
Topic: Castlevania: Lords of Shadow
Replies: 102
Views: 29183

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...
by cienislaw
Tue Feb 11, 2014 8:58 pm
Forum: Game Archive
Topic: Castlevania: Lords of Shadow
Replies: 102
Views: 29183

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.
by cienislaw
Sat Feb 01, 2014 10:52 pm
Forum: Game Archive
Topic: Castlevania: Lords of Shadow
Replies: 102
Views: 29183

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!
by cienislaw
Thu Nov 07, 2013 7:41 am
Forum: Game Archive
Topic: Castlevania: Lords of Shadow
Replies: 102
Views: 29183

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.
by cienislaw
Wed Nov 06, 2013 11:27 am
Forum: Game Localization
Topic: Grim Dawn (*.arc)
Replies: 15
Views: 6331

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...
by cienislaw
Sat Oct 26, 2013 8:07 pm
Forum: Game specific tools
Topic: Papers, Please (*.DAT) Encryption tool
Replies: 17
Views: 11455

Re: Papers, Please (*.DAT) Encryption tool

1.0.41 is out. could you update tools and provide new unpacked package? thanx in advance.
by cienislaw
Mon Apr 29, 2013 9:35 am
Forum: Game Localization
Topic: Telltale and Gametap - extract to translate
Replies: 617
Views: 151085

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.
by cienislaw
Sun Apr 28, 2013 9:09 pm
Forum: Game Localization
Topic: Telltale and Gametap - extract to translate
Replies: 617
Views: 151085

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.
by cienislaw
Sat Apr 27, 2013 7:56 pm
Forum: Game Localization
Topic: Telltale and Gametap - extract to translate
Replies: 617
Views: 151085

Re: Telltale and Gametap - extract to translate

anyone got blowfish key for Poker Night 2? TIA