Dungeon Lords MMXII [.DAT]

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lostprophet
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Dungeon Lords MMXII [.DAT]

Post by lostprophet » Sun Oct 21, 2012 10:08 pm

If I'm not mistaken, these .DAT files hold the game's texts. If somebody could take a look at it, I would be grateful :)
Link: http://rghost.net/47332524
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Re: Dungeon Lords MMXII [.DAT]

Post by lostprophet » Wed Jul 10, 2013 3:41 pm

Bumping the thread, updated the links.
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Re: Dungeon Lords MMXII [.DAT]

Post by Thief1987 » Wed Jul 10, 2013 8:21 pm

strings files is simple

Code: Select all

get fname FILENAME
string fname - ".dat"
string fname + ".txt" 
get strings long
log MEMORY_FILE 0 0

for i = 0 < strings
get dummy long
get stringoffset long
savepos tableoffset
goto stringoffset
getct str string 0x00
strlen str_size str
putdstring str str_size MEMORY_FILE
put 0x0a0d short MEMORY_FILE
goto tableoffset
next i

get size asize MEMORY_FILE
log fname 0x00 size MEMORY_FILE
But d6Item have strange structure for text. That's for sure text files?
Last edited by Thief1987 on Wed Jul 10, 2013 9:08 pm, edited 1 time in total.

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Re: Dungeon Lords MMXII [.DAT]

Post by lostprophet » Wed Jul 10, 2013 8:54 pm

Well, I wasn't sure, but uploaded it anyway, thought it had a different structure.
The code you posted, is that a BMS script? Because Quickbms crashes, when I import it.
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Re: Dungeon Lords MMXII [.DAT]

Post by Thief1987 » Wed Jul 10, 2013 9:11 pm

Yes for quickbms.
This is what i get after applying script
http://rghost.ru/private/47339674/6a8f1 ... 602604e56a

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Re: Dungeon Lords MMXII [.DAT]

Post by lostprophet » Wed Jul 10, 2013 9:33 pm

Thief1987 wrote:Yes for quickbms.
This is what i get after applying script
http://rghost.ru/private/47339674/6a8f1 ... 602604e56a
Thank you, got it to work, but it can't be used to reimport the file back into the archive with QuickBMS, right? It says "Script invalid for reimporting, it uses MEMORY_FILEs".
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Re: Dungeon Lords MMXII [.DAT]

Post by Thief1987 » Wed Jul 10, 2013 10:20 pm

For repack need new script. Format not hard, i will write script tomorrow :)

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Re: Dungeon Lords MMXII [.DAT]

Post by lostprophet » Thu Jul 11, 2013 6:39 am

Thief1987 wrote:For repack need new script. Format not hard, i will write script tomorrow :)
Thank you very much :)
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Re: Dungeon Lords MMXII [.DAT]

Post by Thief1987 » Sun Jul 14, 2013 1:43 am

Sorry for delaying.

Code: Select all

open FDDE "DAT" 0
open FDDE "txt" 1
get fname FILENAME
string fname + "repack"
log MEMORY_FILE 0 0
get strings long
put strings long MEMORY_FILE
savepos ftoffset MEMORY_FILE
math ftoffset + 0x8
math TMP = strings
math TMP * 0x8
getdstring stringtable TMP
putdstring stringtable TMP MEMORY_FILE
math strings - 1
for i = 0 < strings
savepos tmpoff 1
get prov short
if prov != 2573
goto tmpoff 1
getct str string 0x0d 1
strlen str_size str 
putdstring str str_size MEMORY_FILE
getdstring dummy 0x1 1
put 0x00 byte MEMORY_FILE
savepos stroffset MEMORY_FILE
goto ftoffset MEMORY_FILE 
get dummy long MEMORY_FILE
put stroffset long MEMORY_FILE
savepos ftoffset MEMORY_FILE 
goto stroffset MEMORY_FILE
else
put 0x00 byte MEMORY_FILE
savepos stroffset MEMORY_FILE
goto ftoffset MEMORY_FILE 
get dummy long MEMORY_FILE
put stroffset long MEMORY_FILE
savepos ftoffset MEMORY_FILE 
goto stroffset MEMORY_FILE

endif


next i

getct str string 0x0d 1
strlen str_size str 
putdstring str str_size MEMORY_FILE
put 0x00 byte MEMORY_FILE

get size asize MEMORY_FILE
log fname 0x00 size MEMORY_FILE
This is repack script, i unpack and repack without change ds6strings.dat file for testing. Repack and original dat same. If you don't break structure of unpacking txt files(don't delete dummy strings for example) script must work correctly. Although write if you have problem

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Re: Dungeon Lords MMXII [.DAT]

Post by lostprophet » Sun Jul 14, 2013 8:59 am

Thank you. Could you write the whole commandline command you used? I think I'm doing something wrong.

I use: quickbms.exe -r -w repack.bms D6STRING.DAT D6STRING

It says "Incomplete input file number 1, can't read 1 bytes."
D6STRING is the directory, where I extracted D6STRINGS.txt.
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Re: Dungeon Lords MMXII [.DAT]

Post by Thief1987 » Sun Jul 14, 2013 5:54 pm

Unpack and repack doing with the same command. Just choose script and .DAT file, and unpacking .TXT must be in the same folder. Not need use repack function of quickbms.

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Re: Dungeon Lords MMXII [.DAT]

Post by lostprophet » Mon Jul 22, 2013 5:33 pm

One small thing tho. Does anyone know how to edit these .FNT files (font files)?
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Re: Dungeon Lords MMXII [.DAT]

Post by merlinsvk » Mon Jul 22, 2013 8:00 pm

I'm not good at this kind of thing, but here's my try:

Code: Select all

Offset 0x0 
4 bytes = texture width
4 bytes = texture height
4 bytes = number of glyphs
8 bytes = zeros

Offset 0x14 - description start
4 bytes = ascii code of glyph
4 bytes = x coordinate
4 bytes = y coordinate
4 bytes = glyph's width
4 bytes = glyph's height
4 bytes = have no clue

... and so on
Whole "description" is 0x8B4 bytes long. After it goes the texture until end of file.
It seems like RGBA format, so 4 bytes per pixel.

If I rename it to .raw extension, I can open it in Photoshop with these params.

Example for DLII_Font01.FNT.raw

Image

And it looks like

Image


But I'm not really sure if am I right :D
Last edited by merlinsvk on Mon Jul 22, 2013 8:05 pm, edited 1 time in total.

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Re: Dungeon Lords MMXII [.DAT]

Post by lostprophet » Mon Jul 22, 2013 8:05 pm

Thanks, I'll try this :)
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