Search found 70 matches

by adol365
Sat Apr 23, 2016 2:41 pm
Forum: Code Talk
Topic: Getting MD5 hash from actionscript of swf.
Replies: 7
Views: 2047

Re: Getting MD5 hash from actionscript of swf.

moved to code talk... Hmm, sorry for my mistake. Could you specify what is swf_md5? In the actionscript code, there are md5 hashs for the files which is need to be checked, so verifyChecksum function will compares param 2 and 3 whether the imported file is changed or not. This function will reads b...
by adol365
Sat Apr 23, 2016 2:26 am
Forum: Code Talk
Topic: Getting MD5 hash from actionscript of swf.
Replies: 7
Views: 2047

Re: Getting MD5 hash from actionscript of swf.

you sure it isn't hashing the file contents, not the name? edit yeah, according to this dump - http://pastebin.com/65kLr9pf it's just // pseudocode MD5.hash( MD5.hash( file_contents( app.game-appInfo.sku.air.swf) ) + "\r\nzabbawabba" ) Uhm.. http://s31.postimg.org/dhjuhl0nf/K_001.png http://s31.pos...
by adol365
Fri Apr 22, 2016 11:27 am
Forum: Code Talk
Topic: Getting MD5 hash from actionscript of swf.
Replies: 7
Views: 2047

Getting MD5 hash from actionscript of swf.

Hi, :) . I'm trying to figure out what ' input_md5_1 ' will be. Here is sample files. https://drive.google.com/file/d/0B8JGJb-FRy_bNTEyOWZSOXMtVkk/view?usp=sharing And this is actionscript from sample swf file. To see a actionscript from swf, use this program. https://www.free-decompiler.com/flash/d...
by adol365
Fri Mar 04, 2016 6:46 pm
Forum: Game Localization
Topic: Mad Max game .stringlookup
Replies: 16
Views: 6113

Re: Mad Max game .stringlookup

No one can handle it? :bye:
by adol365
Thu Jul 09, 2015 8:53 am
Forum: Graphic file formats
Topic: [REQ] One piece kazoku mouso3 g1t files.
Replies: 3
Views: 1361

Re: [REQ] One piece kazoku mouso3 g1t files.

having done a forum search for G1TG0060 you'd found chrrox' dds.bms script here: http://forum.xentax.com/viewtopic.php?f=16&t=6252&hilit=dynasty+warriors+7 You'll have to add some dxt header (try the extracted 128 bytes dds file) to the extracted 64k/128k/512k dds files. (I didn't bother trying whi...
by adol365
Wed Jul 08, 2015 4:22 pm
Forum: Graphic file formats
Topic: [REQ] One piece kazoku mouso3 g1t files.
Replies: 3
Views: 1361

[REQ] One piece kazoku mouso3 g1t files.

Idstring is same as G1TG0060. But Texture finder can't catch the image and bms script for G1TG0060 doesn't work at all.

Samples https://www.sendspace.com/file/ti7yji
by adol365
Sun Jul 05, 2015 6:39 am
Forum: Game Localization
Topic: Asking Kill the Bad Guy's template
Replies: 4
Views: 1126

Re: Asking Kill the Bad Guy's template

not a lot of time again 8) here you go: //-------------------------------------- //--- 010 Editor v5.0 Binary Template //-------------------------------------- // Go to offset 20h FSeek(0x20); // Read 32-bits as an unsigned integer // This is the number of UnityCharacter structs uint GlyphCount <bg...
by adol365
Wed Jul 01, 2015 10:19 pm
Forum: Game Localization
Topic: Asking Kill the Bad Guy's template
Replies: 4
Views: 1126

Re: Asking Kill the Bad Guy's template

Try this: https://yadi.sk/d/tS3m2yhjhcGEJ (bin fnt + textures) What do you mean 'try this'? My question is how to write template for it when character and uChardata was splitted. Not a file. This is not that I expected and there are no fonts for my own language. http://s12.postimg.org/ed5to68h9/K_0...
by adol365
Wed Jul 01, 2015 6:16 pm
Forum: Game Localization
Topic: Asking Kill the Bad Guy's template
Replies: 4
Views: 1126

Asking Kill the Bad Guy's template

Hi, I need some help. samples https://www.sendspace.com/file/yx5kik -1 is font mapping file. And the resoultion of ArialBig_0 is 4098x2048 and ArialMedium_0 is 2048x2048. For example, ArialMedium_0... The number of glyph starts at 20h. After that 'wchar_t character[2]' starts. http://s2.postimg.org/...
by adol365
Thu Jun 18, 2015 3:17 am
Forum: Game Localization
Topic: Ori and the blind forest font
Replies: 13
Views: 7796

Re: Ori and the blind forest font

Sorry to hijack the topic for a bit, but how did you manage to unpack the files (I assume you can also repack them as well)? Please share your info in this topic, it would be appreciated -> http://forum.xentax.com/viewtopic.php?f=35&t=12699 Latest unity quickbms script supports unity 5.x http://alu...
by adol365
Wed Jun 17, 2015 12:36 am
Forum: Game Localization
Topic: Ori and the blind forest font
Replies: 13
Views: 7796

Re: Ori and the blind forest font

WRS wrote:thanks for your info. the script was written very quickly but i'll update it again with your suggestions: here you go

hope this helps
Thanks a lot!! :) :]
by adol365
Wed Jun 17, 2015 12:34 am
Forum: Game Localization
Topic: Ori and the blind forest font
Replies: 13
Views: 7796

Re: Ori and the blind forest font

Sorry to hijack the topic for a bit, but how did you manage to unpack the files (I assume you can also repack them as well)? Please share your info in this topic, it would be appreciated -> http://forum.xentax.com/viewtopic.php?f=35&t=12699 Latest unity quickbms script supports unity 5.x http://alu...
by adol365
Tue Jun 16, 2015 12:44 am
Forum: Game Localization
Topic: Ori and the blind forest font
Replies: 13
Views: 7796

Re: Ori and the blind forest font

this is a unity font. a tool to calculate distance markers is here - http://catlikecoding.com/unity/products/distance-map-generator/ *edit* uh, it doesn't pack the font though. not sure if that is a standard unity thing ? here is a very rough parser Thanks a lot. However, there are some problems. C...
by adol365
Mon Jun 15, 2015 6:25 pm
Forum: Game Localization
Topic: Ori and the blind forest font
Replies: 13
Views: 7796

Re: Ori and the blind forest font

Chinese font[x, width, y, height, (x/yoffset and x/yadvance & chnl&page..?)] I don't know how to calculate values. No one can make it as 010 template or font generator tool? samples https://www.sendspace.com/file/qnn63m 命 00 00 10 3D 00 00 8D 3D 00 60 77 3F 00 00 80 3F C8 65 C5 BC 6C 0F 39 3F BC D1 ...