Donate $40 for the tools mod FNT font of this game

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hackspeedok
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Donate $40 for the tools mod FNT font of this game

Post by hackspeedok » Mon Jan 15, 2018 11:26 am

Hi everyone, I'm trying to mod the font support unicode characters, but my ability can not do that.
So, I volunteered to donate $40 for anyone help me create the tools mod this font. Thanks
Link of the font: https://drive.google.com/file/d/1SXjryK ... wnkmK/view
I really hope you can help me

hackspeedok
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Re: Donate $40 for the tools mod FNT font of this game

Post by hackspeedok » Thu Jan 18, 2018 3:43 am

Need some helps, thanks :(

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Re: Donate $40 for the tools mod FNT font of this game

Post by HuninHune » Fri Jan 19, 2018 1:01 pm

Without knowing what game these are for or even what language they are in this is the best I can do

010 Editor Binary Template for 3 of the files(ASC16.FNT is a different format)
The template isn't perfect it's just thrown together really quick

Code: Select all

while( !FEof() )
{
    char HeaderText[32];
    unsigned int DataLength;
    unsigned int FontEntries;
    int Height;
    int Width;
    byte NULLS[16];
    int FontDataLocations[FontEntries];
    local int entry;
    for (entry=0; entry <= FontEntries; entry++) {
        if (FontDataLocations[entry] == 0 && entry != 0) {
            typedef struct {
	            char    IconData[0];
            } NULLICON;
            NULLICON IconEntry;
        } else {
            typedef struct {
                local int s;
                local int n = 1;
                while ( s == 0 ) {
                    s = FontDataLocations[entry+n];
                    n++;                
                }
	            char    IconData[s-FontDataLocations[entry]];
            } ICON;
            ICON IconEntry;
        }
    }
}

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Re: Donate $40 for the tools mod FNT font of this game

Post by hackspeedok » Sun Jan 21, 2018 7:02 am

HuninHune wrote:Without knowing what game these are for or even what language they are in this is the best I can do

010 Editor Binary Template for 3 of the files(ASC16.FNT is a different format)
The template isn't perfect it's just thrown together really quick

Code: Select all

while( !FEof() )
{
    char HeaderText[32];
    unsigned int DataLength;
    unsigned int FontEntries;
    int Height;
    int Width;
    byte NULLS[16];
    int FontDataLocations[FontEntries];
    local int entry;
    for (entry=0; entry <= FontEntries; entry++) {
        if (FontDataLocations[entry] == 0 && entry != 0) {
            typedef struct {
	            char    IconData[0];
            } NULLICON;
            NULLICON IconEntry;
        } else {
            typedef struct {
                local int s;
                local int n = 1;
                while ( s == 0 ) {
                    s = FontDataLocations[entry+n];
                    n++;                
                }
	            char    IconData[s-FontDataLocations[entry]];
            } ICON;
            ICON IconEntry;
        }
    }
}
Hi HuninHune,
I tried to use the 010 Editor for the first time, but I do not know how to mod my fnt font above. Sorry for my little experience, can you help me?
Thanks

hackspeedok
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Re: Donate $40 for the tools mod FNT font of this game

Post by hackspeedok » Mon Jan 29, 2018 4:58 am

Really need more help :( Thanks

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MaKiPL
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Re: Donate $40 for the tools mod FNT font of this game

Post by MaKiPL » Wed Jan 31, 2018 4:18 pm

I see you're more like into graphic editor for font... 40USD seem fair, I'll try to sort things out

hackspeedok
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Re: Donate $40 for the tools mod FNT font of this game

Post by hackspeedok » Thu Feb 01, 2018 4:16 am

MaKiPL wrote:I see you're more like into graphic editor for font... 40USD seem fair, I'll try to sort things out
Yeah ! Thanks

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Re: Donate $40 for the tools mod FNT font of this game

Post by MaKiPL » Wed Feb 07, 2018 1:56 pm

some more reversed info for ASC12.FNT as example:

Code: Select all

FontSize at 0x20, FileSize-this = x now substract 64 which is header data
Therefore: ((1122983-1067027) - 64 ) / 13973 (font count) = 4

This indicates 4 bytes per pointer, that means it's unsigned int.
First pointer at 0x00, next 0x04, it means first entry is 0xC long. That's impossible to declare 12*12 pixel data upon 12 bytes. Next entries vary from 12, 18, 22, 29 bytes.

FontEntry 0 is at 55956
FontEntry 1 is at 55968
FontEntry 2 is at 55997

FontEntry 0 contains only 0x0C
FontEntry 1 starts with 0x0C
FontEntry 3 starts with 0x0C too
FontEntry 5126 also starts with 0x0C

It's some wicked thing going on here... Could you please write which software or game uses that?

hackspeedok
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Re: Donate $40 for the tools mod FNT font of this game

Post by hackspeedok » Fri Feb 09, 2018 7:22 am

MaKiPL wrote:some more reversed info for ASC12.FNT as example:

Code: Select all

FontSize at 0x20, FileSize-this = x now substract 64 which is header data
Therefore: ((1122983-1067027) - 64 ) / 13973 (font count) = 4

This indicates 4 bytes per pointer, that means it's unsigned int.
First pointer at 0x00, next 0x04, it means first entry is 0xC long. That's impossible to declare 12*12 pixel data upon 12 bytes. Next entries vary from 12, 18, 22, 29 bytes.

FontEntry 0 is at 55956
FontEntry 1 is at 55968
FontEntry 2 is at 55997

FontEntry 0 contains only 0x0C
FontEntry 1 starts with 0x0C
FontEntry 3 starts with 0x0C too
FontEntry 5126 also starts with 0x0C

It's some wicked thing going on here... Could you please write which software or game uses that?
This is the download link: https://mega.nz/#!VsFh0JgJ!MayhAnaWIgii ... ZXo1-PO-7Q
Its a chinese game :D Thanks

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MaKiPL
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Re: Donate $40 for the tools mod FNT font of this game

Post by MaKiPL » Fri Feb 09, 2018 5:35 pm

archive is password protected

hackspeedok
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Re: Donate $40 for the tools mod FNT font of this game

Post by hackspeedok » Mon Feb 12, 2018 4:24 am

MaKiPL wrote:archive is password protected
Sorry, the password is: gamevn.com

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