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[PS2] Tim Burton's the Nightmare Before Christmas: Oogie's revenge - Lz archives

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atsushiDM
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[PS2] Tim Burton's the Nightmare Before Christmas: Oogie's revenge - Lz archives

Post by atsushiDM » Mon Nov 30, 2020 10:05 am

Faced troubles trying to translate this game.
After unpacking data.stm from USA-release (SLUS-20860) with bms-script, found a lot of .lz archives inside. They contain ingame models, scripts and dialogue text in files "talk_u.bms" and "event.bms" (require special chr-table).
screen 1.png
They could easily be opened with QuickBMS, but the script doesn't support re-packing. I need a solution how to replace original messages and textures with edited inside that "xx.lz". Thanks in advance. The script and one of that achives are attached below.

https://yadi.sk/d/Y259Vl3Nv3ee1Q
https://yadi.sk/d/iyuLskFIAmigyw
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ikskoks
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Re: [PS2] Tim Burton's the Nightmare Before Christmas: Oogie's revenge - Lz archives

Post by ikskoks » Tue Dec 01, 2020 11:16 am

I'm afraid that the only thing that could be done is to write custom tool
for unpacking and packing in C++, Python etc.

This quickbms script you provided is not that hard to rewrite
except this ALZ compression routine which may be problematic.

You could probably search through quickbms source to see how this alz function is implemented https://aluigi.altervista.org/papers/qu ... 0.10.1.zip
or just search for some language specific equivalent like this https://pypi.org/project/pyunpack/0.1.2/

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