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> Dynamix Games project, Progress of a general Dynamix unpacker
Nyerguds
messaggio6 Aug 2017, 18:49
Messaggio #1



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First of all, sorry about writing in English, but since you guys translate games that are usually in english I suppose most of you won't have much of a problem with this. I'm not going to insult your fine language by screwing over my post with machine translation, though ;)


As some of you may know, I have made tools to support the graphical formats of the Dynamix games. Specifically, I have an editor that can read a load of different Dynamix font types (8 so far I think), and a converter for the SCR images.

When making these, I have made some toolsets in my programs to automate reading and writing the chunks that the Dynamix formats use, and I used the code from an audio extractor for the Dynamix games to support decompressing the data in there.

Since TheRuler asked me about helping him with decompressing text sections in these files, and I just figured out there is a specific indication of which chunks are containers for more chunks inside them, I have started documenting all of the internal chunk hierarchies of the Dynamix games. The plan is to create a full chunk explorer from this, where you can open a file and see all chunks as a tree view, view detailed information on the contents of the data chunks inside it, and can extract, replace and change the compression type on the data inside these chunks (though compression to LZA is not supported at the moment).

I'm not sure such a tool will be usable across all games, though. I can identify the different font types from specific header bytes, but with the general system I'm using it might not be possible to do more complex detections than valid ranges for header bytes.

Note that this is probably going to be a large project; it'll take me weeks, if not months, to finish. But hopefully it'll help us get full access to the internals of all games that use the Dynamix chunk-based formats.

This is all the chunk information I already have. This is mostly just from browsing through the Stellar 2 files. If you know any more chunk specifics, please let me know. This file will be available in the final editor's program folder, so people can freely experiment with adding more supported chunk types.

CODICE
; Dynamix known chunks hierarchy definition

; Not all main chunks are necessarily container chunks. Fonts aren't, for example.
; Chunks that only appear as sub-types do not need to be referenced here.
; If multiple chunk definitions with the same chunk ID are present, the correct type will be detected
; based on the range checks in the header byte definitions.
; Index numbers in this section need to be consecutive. Reading will end when a next number is not found.

[MainChunks]
0=Palette
1=Screen
2=Frames
3=FontV6
4=FontV5
5=FontV4
6=FontV23
7=Text
8=Sound
9=Table
10=VersionInfo
11=ScenePage
12=SceneTT3
13=SceneTTI
14=Overlay
15=Array


; -----------------
; Chunk entries
; -----------------

; Syntax:
; [Name]
; ChunkId=3-letter chunk ID. Will be followed by ":" and the chunk size.
; Children=Names of chunks that can be contained in this one. These are not IDs but header names in this file.
;   If "Children" has values, this is seen as a Container chunk.
;   Container chunks do not support headers or compressed data; they just contain more chunks.
; Header#= Header definition. These can be displayed on the UI.
;   Syntax: Repeat,Type,Minimum,Maximum,Name
;   -Repeat: Amount of times this is repeated. Can reference other header values with format "H#".
;      Header entries with a repetition of more than 1 will not be usable as such "H#" references, though.
;   -Type: Data type. Choose from Byte,Int16,Int32,ColorVga,ColorEga,String
;      String reads on to the next 00, or the end of the chunk
;      ColorVga is 3-byte 6-bit colour. I haven't figured out ColorEga yet; it seems to be 2 bytes per color.
;   -Minimum: Can be left empty. Not applicable to colors or strings.
;   -Maximum: Can be left empty. Not applicable to colors or strings. Can reference other header values with format "H#".
;      Supports special value "CS" for "chunk size". If the data is an index starting from a specific point in
;      the chunk, this can be adjusted as "CS-16", or even "CS-H2" to refer to an already-read header value.
; CompressionOffset=Location in the chunk where the 5-byte compression header starts
;   Can probably just be derived from the header, so this might just change to a boolean, especially if
;   I manage to implement the more complex header reading with repetition based on other header values.

; -----------------
; Main entries
; -----------------

; Color palette
[Palette]
ChunkId=PAL
Children=VgaPalette,EgaPalette,CgaPalette

; Full-screen image. Has an image dimensions chunk in later games to specify a size greater than 320x200.
[Screen]
ChunkId=SCR
Children=ImageDimensions,BinImage,VgaImage,VqtImage

; Animations with multiple frames
[Frames]
ChunkId=BMP
Children=BmpInfo,BinImage,VgaImage,VqtImage

; Font v2 and v3.
[FontV23]
ChunkId=FNT
Header1=1,Byte,1,127,Font width
Header2=1,Byte,1,127,Font height
Header3=1,Byte,,,Start symbol
Header4=1,Byte,1,,Number of symbols

; Font v4
[FontV4]
ChunkId=FNT
Header1=1,Byte,255,255,v4 ID byte
Header2=1,Byte,1,127,Font width
Header3=1,Byte,1,127,Font height
Header4=1,Byte,,127,Line height
Header5=1,Byte,,,Start symbol
Header6=1,Byte,1,,Number of symbols
Header7=1,Int16,0,,Symbol data size
CompressionOffset=8

; Font v5
[FontV5]
ChunkId=FNT
Header1=1,Byte,253,253,v5 ID byte
Header2=1,Byte,1,127,Font width
Header3=1,Byte,1,127,Font height
Header4=1,Byte,,127,Line height
Header5=1,Byte,,,Start symbol
Header6=1,Byte,1,,Number of symbols
Header7=1,Int16,0,,Symbol data size
CompressionOffset=8

; Font v6
[FontV6]
ChunkId=FNT
Header1=1,Int32,0,CS,Font data index start offset
Header2=1,Int32,0,CS,Symbol widths index start offset
Header3=1,Int32,0,CS,Symbol data start offset
Header4=1,Byte,,,Unknown
Header5=1,Byte,,,Line height
Header6=1,Byte,,,Start symbol
Header7=1,Byte,1,,Number of symbols
Header8=1,Byte,1,127,Font width
Header9=1,Byte,1,127,Font height
Header10=H7,Int16,0,CS-H3,Symbol data offset
Header11=H7,Byte,0,H8,Font symbol width
CompressionOffset=-1

[Text]
ChunkId=TXT
CompressionOffset=0

[Sound]
ChunkId=SSM
Children=SoundSng,SoundStd,SoundTan,SoundM32,SoundAdl,SoundSbp,Sound001,Sound003

[Table]
ChunkId=TBL
CompressionOffset=0

; Part of the scene files.
[VersionInfo]
ChunkId=VER
Header1=1,String,,,Version

; Part of the scene files.
[ScenePage]
ChunkId=PAG
Header1=1,Int16,0,,Page number?

; Part of the scene files.
[SceneTT3]
ChunkId=TT3
CompressionOffset=0

; Part of the scene files. TAG seems to contain numbered strings.
[SceneTTI]
ChunkId=TTI
Children=TTITag

; Not sure what this is, but it's another image type.
[Overlay]
ChunkId=OVL
Children=VgaImage,EgaImage,McgImage,CgaImage,TanImage

; Array of 256 items. Looks like it could be palette remap or something like that.
[Array]
ChunkId=ARR
CompressionOffset=-1

; -----------------
; Sub-entries
; -----------------

[VgaPalette]
ChunkId=PAL
CompressionOffset=-1
; not sure if I'll bother implementing colors. Could complicate UI displaying. Though I can just show them as hex triplets I guess.
; Header1=256,ColorVga,,,Color

[EgaPalette]
ChunkId=EGA
CompressionOffset=-1
; ColorEga seems to be 2 bytes. Not sure how that translates to bits... the palettes I found seem to just contain 64 blocks of 4 identical repeated nybbles...
; Header1=64,ColorEga,,,Color

[CgaPalette]
ChunkId=CGA
CompressionOffset=-1
; Header1=1,Int16,,,Unknown (always 1?)
; Seems to be the same colour format as the EGA one, but the chunk is aligned to 1024 bytes for some reason.
; Header2=64,ColorEga,,,Color

[ImageDimensions]
ChunkId=DIM
Header1=1,Int16,0,,Width
Header1=1,Int16,0,,Height
CompressionOffset=-1

[BinImage]
ChunkId=BIN
CompressionOffset=0

[VgaImage]
ChunkId=VGA
CompressionOffset=0

[EgaImage]
ChunkId=EGA
CompressionOffset=0

[McgImage]
ChunkId=MCG
CompressionOffset=0

[CgaImage]
ChunkId=CGA
CompressionOffset=0

[TanImage]
ChunkId=TAN
CompressionOffset=0

[BmpInfo]
ChunkId=DIM
CompressionOffset=-1
Header1=1,Int16,0,,Frames
;Not sure if I can actually implement references to other types... maybe if I save them all as Int64 internally.
;Header2=H1,Int16,Width
;Header3=H1,Int16,Height

[VqtImage]
ChunkId=VQT
CompressionOffset=-1

[SoundSng]
ChunkId=SNG
CompressionOffset=0

[SoundStd]
ChunkId=STD
CompressionOffset=0

[SoundTan]
ChunkId=TAN
CompressionOffset=0

[SoundM32]
ChunkId=M32
CompressionOffset=0

[SoundAdl]
ChunkId=ADL
CompressionOffset=0

[SoundSbp]
ChunkId=SBP
CompressionOffset=0

[Sound001]
ChunkId=001
CompressionOffset=0

[Sound003]
ChunkId=003
CompressionOffset=0

[TTITag]
ChunkId=TAG
Header1=1,Int16,0,,Amount of strings
CompressionOffset=-1


As you see, the sub-chunks of some types (like palettes and images) have the same chunk IDs but different functions, so that's why I gave them all a unique name. The main thing that interests me about the chunks is whether they can be unpacked, and where the compressed information starts. As you see, palettes do not support compression, while image chunks with the same IDs (like "VGA") do.


It might take me some time to get started on this; I got a lot going on these days. But I'll keep you guys updated blush.gif

Messaggio modificato da Nyerguds il 7 Aug 2017, 15:09


--------------------

Command & Conquer Gold v1.06 - Upgrading C&C95, byte by byte...
 
TheRuler
messaggio6 Aug 2017, 19:47
Messaggio #2



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Thanks for sharing Maarten and thanks for all the efforts you've decided to put into this project. It will help translators all over the world getting directly to the fun part.

And thanks for not using google translator. ghgh.gif

CITAZIONE
(though compression to LZA is not supported at the moment).

Compression was a great workaround to reduce costs back in the days but now, especially when we talk about KiloBytes, recompress is unnecessary.
We do not have to have small archives since the majority of game engines can read the same file uncompressed, and we don't care if someone read the text in the files. At least I don't see the purpose of recompressing.
Am I missing something?


--------------------
 
Micartu
messaggio6 Aug 2017, 19:54
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Thank you for your help. Here we have a lot of translators but few programmers.
There is some project on hold because of some problems: sometimes it's the graphic, sometimes it's the hacking.
With your help on Dynamix we made a lot of progress, and so it will be possible to translate Rise of the Dragon and Willy beamish for example.
Maybe it will be possible in the future even to complete the graphic part of Elvira: ending lines and characteristics near the window screen are graphic.

Where are you from Nyerguds? France maybe?


--------------------
 
Jman
messaggio6 Aug 2017, 22:59
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Hi Nyerguds,


I've combed the interwebz for details to no avail. I was curious to understand how your chunk extractor work and how do you extract text from chunks.
And what's the final result? Do you put an overlay of translated text?

thanks
 
Nyerguds
messaggio6 Aug 2017, 23:50
Messaggio #5



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CITAZIONE (TheRuler @ 6 Aug 2017, 20:47) *
Thanks for sharing Maarten and thanks for all the efforts you've decided to put into this project. It will help translators all over the world getting directly to the fun part.

And thanks for not using google translator. ghgh.gif

CITAZIONE
(though compression to LZA is not supported at the moment).

Compression was a great workaround to reduce costs back in the days but now, especially when we talk about KiloBytes, recompress is unnecessary.
We do not have to have small archives since the majority of game engines can read the same file uncompressed, and we don't care if someone read the text in the files. At least I don't see the purpose of recompressing.
Am I missing something?

Well, to you, translating is "the fun part". To me, figuring all this stuff out is "the fun part"... including figuring out the compression ;)

CITAZIONE (Micartu @ 6 Aug 2017, 20:54) *
Thank you for your help. Here we have a lot of translators but few programmers.
There is some project on hold because of some problems: sometimes it's the graphic, sometimes it's the hacking.
With your help on Dynamix we made a lot of progress, and so it will be possible to translate Rise of the Dragon and Willy beamish for example.
Maybe it will be possible in the future even to complete the graphic part of Elvira: ending lines and characteristics near the window screen are graphic.

I will look deeper into the Elvira graphics formats, yes. But I need to clean up some details on the files-with-frames support in the conversion tool first...

CITAZIONE
Where are you from Nyerguds? France maybe?

Flanders, Belgium blush.gif


CITAZIONE (Jman @ 6 Aug 2017, 23:59) *
Hi Nyerguds,


I've combed the interwebz for details to no avail. I was curious to understand how your chunk extractor work and how do you extract text from chunks.
And what's the final result? Do you put an overlay of translated text?

thanks

Well, that's not surprising, as we've been doing all the research about these chunks right here on this forum. As for how the extractor works, wel, it doesn't; I haven't written it yet biggrin2a.gif

Basically, the Dynamix formats are made up of chunks with a named header (like, "SCR") followed by a colon (':') and then 4 bytes for the file size, with the highest bit on the file size value enabled when the chunk contains more chunks inside it. Since we know the size of each chunk it's not hard to jump from one chunk to the next and make a nice list of them all, and go through their contents as well and split that out into chunks too if that bit flag is enabled.

The purpose of the ini file is to determine which chunks contain compressed information, and where the compression header inside the data is. This header is really simple; a byte that gives the compression method (0=uncompressed, 1=RLE, 2=LZW), followed by the uncompressed size, and then the rest of the chunk is filled with the compressed data. Since we know the chunk length we know how much data follows, and we can feed it into the decompressor and uncompress it.

The tool will read a file and make a list of chunk objects, and for chunks with that bit enabled, it'll make a list of the chunks contained inside that, otherwise it will just store its data block, and use the ini file data to determine whether that data block is of a type that supports compression. The tool will then have functions to modify the data blocks to uncompress the data inside the compressed parts, and rebuild the data block with compression method '0' in the header; so, uncompressed. With the compression type byte changed, the game will still perfectly read this data.

It will also have functions to extract these data blocks as files, either in their current state in the program (I'll probably add chunk add/remove/replace functions as well), or simply with all data in it converted to uncompressed, and with the choice whether to write chunks extracted as files with or without their own chunk header.

Then when you tell the program to re-save the file, it'll go through all the chunks in the list and all the chunks inside those etc. and just build the entire modified file as new byte array to be written to disk.

Messaggio modificato da Nyerguds il 7 Aug 2017, 07:50


--------------------

Command & Conquer Gold v1.06 - Upgrading C&C95, byte by byte...
 
The Ancient One
messaggio7 Aug 2017, 08:58
Messaggio #6



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What about Betrayal at Krondor? angelo.gif angelo.gif


--------------------
 
TheRuler
messaggio7 Aug 2017, 09:31
Messaggio #7



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CITAZIONE (The Ancient One @ 7 Aug 2017, 09:58) *
What about Betrayal at Krondor? angelo.gif angelo.gif

Conosco il gioco ma non so quanto sia difficile tradurlo. Il testo deve occupare un dozzilione di Bytes. Ma c'è grafica da tradurre che tu sappia?
Al momento il font editor di Nyerguds lo supporta, dunque il problema accentate sarebbe risolto.

Edit: questa sembra grafica: https://youtu.be/sqZD-aA_pjs?t=159
Ma scommetto che si tratta di SCR.
Qualcuno che abbia la versione gogo potrebbe confermare gli header dei file.

Confermo. Il volume krondor.000 si apre con midi_dump e si estrae tutto il testo in chiaro. E' lo stesso motore di Rise, China e Willy. Traduciamo Rise e tradurremo anche Krondor. approved.gif

@ Nyerguds: As you should already be aware of, Krondor is fully editable as it share the same engine of Rise of the dragon. GREAT.
Text reside into the .DDX and .BOK.
BMX and SCX seem to be graphic files but do not have the classic header.

Recource file list:
CITAZIONE
C11.ADS | File = krondor.001 Offset = 0
C12.ADS | File = krondor.001 Offset = 71
C21.ADS | File = krondor.001 Offset = 148
C22.ADS | File = krondor.001 Offset = 258
C31.ADS | File = krondor.001 Offset = 2C9
C32.ADS | File = krondor.001 Offset = 363
C41.ADS | File = krondor.001 Offset = 3D4
C42.ADS | File = krondor.001 Offset = 445
C51.ADS | File = krondor.001 Offset = 4B9
C52.ADS | File = krondor.001 Offset = 52A
C61.ADS | File = krondor.001 Offset = 59B
C62.ADS | File = krondor.001 Offset = 60C
C71.ADS | File = krondor.001 Offset = 67D
C72.ADS | File = krondor.001 Offset = 6EE
C81.ADS | File = krondor.001 Offset = 75F
C82.ADS | File = krondor.001 Offset = 7D0
C91.ADS | File = krondor.001 Offset = 841
C92.ADS | File = krondor.001 Offset = 8B2
C93.ADS | File = krondor.001 Offset = 923
CHAPTER1.ADS | File = krondor.001 Offset = 994
CHAPTER2.ADS | File = krondor.001 Offset = A07
CHAPTER3.ADS | File = krondor.001 Offset = A7A
CHAPTER4.ADS | File = krondor.001 Offset = AED
CHAPTER5.ADS | File = krondor.001 Offset = B60
CHAPTER6.ADS | File = krondor.001 Offset = BD3
CHAPTER7.ADS | File = krondor.001 Offset = C46
CHAPTER8.ADS | File = krondor.001 Offset = CB9
CHAPTER9.ADS | File = krondor.001 Offset = D2C
GDS50.ADS | File = krondor.001 Offset = D9F
GDS60.ADS | File = krondor.001 Offset = EE1
GDS70.ADS | File = krondor.001 Offset = F73
G_MISC.ADS | File = krondor.001 Offset = 10F9
G_TOWN.ADS | File = krondor.001 Offset = 133D
INTRO.ADS | File = krondor.001 Offset = 14BD
SHOP1.ADS | File = krondor.001 Offset = 152A
SHOP2.ADS | File = krondor.001 Offset = 166C
SHOP3.ADS | File = krondor.001 Offset = 17AD
SHOP4.ADS | File = krondor.001 Offset = 1929
TEMPLE.ADS | File = krondor.001 Offset = 1A21
TVRN1.ADS | File = krondor.001 Offset = 1B6B
TVRN2.ADS | File = krondor.001 Offset = 1D62
TVRN3.ADS | File = krondor.001 Offset = 1FD4
TVRN4.ADS | File = krondor.001 Offset = 2198
TVRN5.ADS | File = krondor.001 Offset = 2313
COMBAT.DAT | File = krondor.001 Offset = 2520
ACT001.BMX | File = krondor.001 Offset = 267A
ACT001A.BMX | File = krondor.001 Offset = 3875
ACT002.BMX | File = krondor.001 Offset = 436C
ACT002A.BMX | File = krondor.001 Offset = 5FA4
ACT003.BMX | File = krondor.001 Offset = 6CE0
ACT003A.BMX | File = krondor.001 Offset = 7D5C
ACT004.BMX | File = krondor.001 Offset = 8769
ACT004A.BMX | File = krondor.001 Offset = A0A0
ACT005.BMX | File = krondor.001 Offset = AC98
ACT005A.BMX | File = krondor.001 Offset = BF68
ACT006.BMX | File = krondor.001 Offset = C9E6
ACT006A.BMX | File = krondor.001 Offset = DE58
ACT007.BMX | File = krondor.001 Offset = E7B0
ACT008.BMX | File = krondor.001 Offset = F5C2
ACT009A.BMX | File = krondor.001 Offset = 103C1
ACT010.BMX | File = krondor.001 Offset = 110EE
ACT011.BMX | File = krondor.001 Offset = 122D1
ACT012A.BMX | File = krondor.001 Offset = 137F7
ACT013.BMX | File = krondor.001 Offset = 14753
ACT014.BMX | File = krondor.001 Offset = 156F6
ACT015.BMX | File = krondor.001 Offset = 16658
ACT016.BMX | File = krondor.001 Offset = 17952
ACT017.BMX | File = krondor.001 Offset = 18695
ACT018A.BMX | File = krondor.001 Offset = 19D12
ACT019.BMX | File = krondor.001 Offset = 1B1AD
ACT020.BMX | File = krondor.001 Offset = 1C361
ACT021.BMX | File = krondor.001 Offset = 1C390
ACT022.BMX | File = krondor.001 Offset = 1D673
ACT023.BMX | File = krondor.001 Offset = 1E931
ACT024.BMX | File = krondor.001 Offset = 1FDAC
ACT025.BMX | File = krondor.001 Offset = 21014
ACT026.BMX | File = krondor.001 Offset = 22C6F
ACT027.BMX | File = krondor.001 Offset = 23DDE
ACT028.BMX | File = krondor.001 Offset = 24C3D
ACT029.BMX | File = krondor.001 Offset = 25F94
ACT030A.BMX | File = krondor.001 Offset = 27A9C
ACT031.BMX | File = krondor.001 Offset = 28BAB
ACT032.BMX | File = krondor.001 Offset = 29E5A
ACT033.BMX | File = krondor.001 Offset = 2AC7D
ACT034.BMX | File = krondor.001 Offset = 2BD02
ACT035.BMX | File = krondor.001 Offset = 2CF16
ACT036.BMX | File = krondor.001 Offset = 2DDD8
ACT037.BMX | File = krondor.001 Offset = 2F717
ACT038.BMX | File = krondor.001 Offset = 30B4A
ACT039.BMX | File = krondor.001 Offset = 31B14
ACT040.BMX | File = krondor.001 Offset = 32ABD
ACT041.BMX | File = krondor.001 Offset = 33C38
ACT042.BMX | File = krondor.001 Offset = 35266
ACT043.BMX | File = krondor.001 Offset = 36099
ACT044.BMX | File = krondor.001 Offset = 36FC2
ACT045.BMX | File = krondor.001 Offset = 386EC
ACT046.BMX | File = krondor.001 Offset = 39BBA
ACT047.BMX | File = krondor.001 Offset = 3AD6D
ACT048.BMX | File = krondor.001 Offset = 3C023
ACT049.BMX | File = krondor.001 Offset = 3C981
ACT050.BMX | File = krondor.001 Offset = 3DD86
ACT051.BMX | File = krondor.001 Offset = 3F43B
ACT052.BMX | File = krondor.001 Offset = 4049F
ACT053.BMX | File = krondor.001 Offset = 41623
AIR1.BMX | File = krondor.001 Offset = 42FD7
AIR2.BMX | File = krondor.001 Offset = 47809
AIR3.BMX | File = krondor.001 Offset = 4A146
BICONS1.BMX | File = krondor.001 Offset = 4BD47
BICONS2.BMX | File = krondor.001 Offset = 5058B
BOOK.BMX | File = krondor.001 Offset = 54A55
BOOM.BMX | File = krondor.001 Offset = 59731
BRK1.BMX | File = krondor.001 Offset = 5A47E
BRK2.BMX | File = krondor.001 Offset = 5FD31
BRK3.BMX | File = krondor.001 Offset = 63342
BSY1.BMX | File = krondor.001 Offset = 6AED4
BSY2.BMX | File = krondor.001 Offset = 6E879
BSY3.BMX | File = krondor.001 Offset = 71D39
C11A1.BMX | File = krondor.001 Offset = 750E7
C11A2.BMX | File = krondor.001 Offset = 77B25
C11B.BMX | File = krondor.001 Offset = 810DD
C12A.BMX | File = krondor.001 Offset = 8DFD7
C12A_BAK.BMX | File = krondor.001 Offset = 90FA5
C12A_MAG.BMX | File = krondor.001 Offset = 952D3
C12A_PUG.BMX | File = krondor.001 Offset = 974D5
C12B_ARC.BMX | File = krondor.001 Offset = 9E751
C12B_GOR.BMX | File = krondor.001 Offset = A10DB
C12B_SRL.BMX | File = krondor.001 Offset = AC29B
C21A.BMX | File = krondor.001 Offset = B3E29
C21A_BAK.BMX | File = krondor.001 Offset = BC761
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T061315.WLD | File = krondor.001 Offset = A65D4E
T061316.WLD | File = krondor.001 Offset = A6710F
T061317.WLD | File = krondor.001 Offset = A68818
T061416.WLD | File = krondor.001 Offset = A69F85
T061417.WLD | File = krondor.001 Offset = A6B5B2
T061418.WLD | File = krondor.001 Offset = A6CCBB
T061516.WLD | File = krondor.001 Offset = A6D258
T061517.WLD | File = krondor.001 Offset = A6E989
T061613.WLD | File = krondor.001 Offset = A7007E
T061615.WLD | File = krondor.001 Offset = A70797
T061616.WLD | File = krondor.001 Offset = A71EA0
T061617.WLD | File = krondor.001 Offset = A7360D
T061711.WLD | File = krondor.001 Offset = A74A0A
T061712.WLD | File = krondor.001 Offset = A7506F
T061713.WLD | File = krondor.001 Offset = A75E54
T061714.WLD | File = krondor.001 Offset = A77071
T061715.WLD | File = krondor.001 Offset = A77F32
T061716.WLD | File = krondor.001 Offset = A7964F
T061814.WLD | File = krondor.001 Offset = A7AB28
T061815.WLD | File = krondor.001 Offset = A7B3E5
T061915.WLD | File = krondor.001 Offset = A7CA3A
T062015.WLD | File = krondor.001 Offset = A7DC6B
T062115.WLD | File = krondor.001 Offset = A7EF3C
T062215.WLD | File = krondor.001 Offset = A8020D
T070914.WLD | File = krondor.001 Offset = A80AB6
T071013.WLD | File = krondor.001 Offset = A80F4F
T071014.WLD | File = krondor.001 Offset = A81FA0
T071111.WLD | File = krondor.001 Offset = A82BCD
T071112.WLD | File = krondor.001 Offset = A83822
T071113.WLD | File = krondor.001 Offset = A84733
T071114.WLD | File = krondor.001 Offset = A85B44
T071115.WLD | File = krondor.001 Offset = A866A9
T071211.WLD | File = krondor.001 Offset = A87272
T071212.WLD | File = krondor.001 Offset = A882D7
T071213.WLD | File = krondor.001 Offset = A890A8
T071214.WLD | File = krondor.001 Offset = A8A225
T071215.WLD | File = krondor.001 Offset = A8B10E
T071309.WLD | File = krondor.001 Offset = A8C06F
T071310.WLD | File = krondor.001 Offset = A8C760
T071311.WLD | File = krondor.001 Offset = A8D509
T071312.WLD | File = krondor.001 Offset = A8E5E6
T071313.WLD | File = krondor.001 Offset = A8F82B
T071314.WLD | File = krondor.001 Offset = A9087C
T071315.WLD | File = krondor.001 Offset = A9196D
T071316.WLD | File = krondor.001 Offset = A92A72
T071411.WLD | File = krondor.001 Offset = A92E7F
T071412.WLD | File = krondor.001 Offset = A93F34
T071413.WLD | File = krondor.001 Offset = A94F35
T071414.WLD | File = krondor.001 Offset = A9608A
T071415.WLD | File = krondor.001 Offset = A970B3
T071510.WLD | File = krondor.001 Offset = A97F60
T071511.WLD | File = krondor.001 Offset = A9845D
T071512.WLD | File = krondor.001 Offset = A99396
T071513.WLD | File = krondor.001 Offset = A99BC7
T071514.WLD | File = krondor.001 Offset = A9ACF4
T071611.WLD | File = krondor.001 Offset = A9BB3D
T071612.WLD | File = krondor.001 Offset = A9C72E
T071613.WLD | File = krondor.001 Offset = A9D4D7
T080910.WLD | File = krondor.001 Offset = A9E320
T080911.WLD | File = krondor.001 Offset = A9E5C5
T081010.WLD | File = krondor.001 Offset = A9E8E2
T081011.WLD | File = krondor.001 Offset = AA004F
T081012.WLD | File = krondor.001 Offset = AA17BC
T081013.WLD | File = krondor.001 Offset = AA2F29
T081014.WLD | File = krondor.001 Offset = AA4696
T081110.WLD | File = krondor.001 Offset = AA5E03
T081111.WLD | File = krondor.001 Offset = AA755C
T081112.WLD | File = krondor.001 Offset = AA8CC9
T081113.WLD | File = krondor.001 Offset = AAA436
T081114.WLD | File = krondor.001 Offset = AABBA3
T081210.WLD | File = krondor.001 Offset = AAD2FC
T081211.WLD | File = krondor.001 Offset = AAEA69
T081212.WLD | File = krondor.001 Offset = AB01D6
T081213.WLD | File = krondor.001 Offset = AB18CB
T081214.WLD | File = krondor.001 Offset = AB304C
T081310.WLD | File = krondor.001 Offset = AB47CD
T081311.WLD | File = krondor.001 Offset = AB5F3A
T081312.WLD | File = krondor.001 Offset = AB7693
T081313.WLD | File = krondor.001 Offset = AB8E00
T081314.WLD | File = krondor.001 Offset = ABA581
T081410.WLD | File = krondor.001 Offset = ABBCEE
T081411.WLD | File = krondor.001 Offset = ABD45B
T081412.WLD | File = krondor.001 Offset = ABEBA0
T081413.WLD | File = krondor.001 Offset = AC030D
T081414.WLD | File = krondor.001 Offset = AC1A66
T081510.WLD | File = krondor.001 Offset = AC30CF
T081511.WLD | File = krondor.001 Offset = AC4850
T081513.WLD | File = krondor.001 Offset = AC5FD1
T081514.WLD | File = krondor.001 Offset = AC773E
T091010.WLD | File = krondor.001 Offset = AC7C4F
T091011.WLD | File = krondor.001 Offset = AC8D04
T091012.WLD | File = krondor.001 Offset = ACA291
T091110.WLD | File = krondor.001 Offset = ACB31E
T091112.WLD | File = krondor.001 Offset = ACC7F7
T091113.WLD | File = krondor.001 Offset = ACDBA4
T091114.WLD | File = krondor.001 Offset = ACF20D
T091115.WLD | File = krondor.001 Offset = AD0326
T091210.WLD | File = krondor.001 Offset = AD0DC3
T091213.WLD | File = krondor.001 Offset = AD2080
T091214.WLD | File = krondor.001 Offset = AD33A1
T091215.WLD | File = krondor.001 Offset = AD4A0A
T091310.WLD | File = krondor.001 Offset = AD5777
T091311.WLD | File = krondor.001 Offset = AD6DE0
T091312.WLD | File = krondor.001 Offset = AD8499
T091314.WLD | File = krondor.001 Offset = AD97E2
T091315.WLD | File = krondor.001 Offset = ADAD83
T091316.WLD | File = krondor.001 Offset = ADC4A0
T091410.WLD | File = krondor.001 Offset = ADD361
T091411.WLD | File = krondor.001 Offset = ADEA7E
T091412.WLD | File = krondor.001 Offset = AE01EB
T091413.WLD | File = krondor.001 Offset = AE18CC
T091414.WLD | File = krondor.001 Offset = AE3039
T091415.WLD | File = krondor.001 Offset = AE4706
T091510.WLD | File = krondor.001 Offset = AE5DFB
T091511.WLD | File = krondor.001 Offset = AE6FB4
T091512.WLD | File = krondor.001 Offset = AE85F5
T091513.WLD | File = krondor.001 Offset = AE992A
T091514.WLD | File = krondor.001 Offset = AEB05B
T091515.WLD | File = krondor.001 Offset = AEC480
T101010.WLD | File = krondor.001 Offset = AED341
T101011.WLD | File = krondor.001 Offset = AEDA6E
T101014.WLD | File = krondor.001 Offset = AEDFF7
T101016.WLD | File = krondor.001 Offset = AEEF6C
T101110.WLD | File = krondor.001 Offset = AF0035
T101111.WLD | File = krondor.001 Offset = AF08B6
T101114.WLD | File = krondor.001 Offset = AF10FB
T101310.WLD | File = krondor.001 Offset = AF1F44
T101311.WLD | File = krondor.001 Offset = AF26E9
T101313.WLD | File = krondor.001 Offset = AF32B2
T101314.WLD | File = krondor.001 Offset = AF3CC3
T101410.WLD | File = krondor.001 Offset = AF46FC
T101411.WLD | File = krondor.001 Offset = AF5059
T101413.WLD | File = krondor.001 Offset = AF5506
T101414.WLD | File = krondor.001 Offset = AF6057
T111010.WLD | File = krondor.001 Offset = AF6B08
T111011.WLD | File = krondor.001 Offset = AF7519
T111013.WLD | File = krondor.001 Offset = AF7CAA
T111014.WLD | File = krondor.001 Offset = AF83C3
T111016.WLD | File = krondor.001 Offset = AF8C08
T111110.WLD | File = krondor.001 Offset = AF9B19
T111111.WLD | File = krondor.001 Offset = AFA372
T111113.WLD | File = krondor.001 Offset = AFACA7
T111114.WLD | File = krondor.001 Offset = AFB294
T121010.WLD | File = krondor.001 Offset = AFB949
T121011.WLD | File = krondor.001 Offset = AFC5DA
T121013.WLD | File = krondor.001 Offset = AFD44B
T121014.WLD | File = krondor.001 Offset = AFE208
T121016.WLD | File = krondor.001 Offset = AFED6D
T121110.WLD | File = krondor.001 Offset = AFF972
T121111.WLD | File = krondor.001 Offset = B0053B
T121113.WLD | File = krondor.001 Offset = B0121C
T121114.WLD | File = krondor.001 Offset = B01D59
T121310.WLD | File = krondor.001 Offset = B028D2
T121311.WLD | File = krondor.001 Offset = B0358B
T121313.WLD | File = krondor.001 Offset = B04104
T121315.WLD | File = krondor.001 Offset = B04D31
T121410.WLD | File = krondor.001 Offset = B05A3A
T121411.WLD | File = krondor.001 Offset = B061F3
total = 1766


--------------------
 
Micartu
messaggio7 Aug 2017, 09:47
Messaggio #8



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Io ho la copia GOG se volete qualche info a scopo conoscitivo, ma Krondor l'ho sempre reputato un gioco altamente trascurabile. Non mi piace né la visuale, né il sistema di combattimento. So che molti lo ritengono un buon rpg ma non l'ho mai apprezzato.
Ovviamente resto fedele al mio mantra "non tradurre rpg con muraglie di testo". XD
Le uniche eccezioni le ho fatte per i vari Beholder e le farei per i might and magic, giochi dove la problematica non è il testo ma l'hacking.


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TheRuler
messaggio7 Aug 2017, 09:54
Messaggio #9



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Ho estratto il testo e sarebbero 1.3MB da tradurre (contando anche i puntatori, 1.496 KBytes)... Guarda Mic che se lo diamo ad Ancient per settembre ha fatto. A lui Krondor è piaciuto di brutto. ;-)
Bisogna comunque attendere il megatool di DK per gli SDS. I DDX di Krondor dovrebbero essere compatibili.


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Nyerguds
messaggio7 Aug 2017, 10:16
Messaggio #10



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Well, I already made a (really) simple command line tool for extracting these big archives; that's not really an issue blush.gif

Neither the .DDX files nor the .BOK files have any kind of chunks, and don't seem compressed, so, not sure why you mention them... I could look into the formats though if you want; see if I can figure out how the files are managed. Or is that already known?

Messaggio modificato da Nyerguds il 7 Aug 2017, 10:17


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Command & Conquer Gold v1.06 - Upgrading C&C95, byte by byte...
 
TheRuler
messaggio7 Aug 2017, 10:34
Messaggio #11



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CITAZIONE (Nyerguds @ 7 Aug 2017, 11:16) *
Neither the .DDX files nor the .BOK files have any kind of chunks, and don't seem compressed, so, not sure why you mention them... I could look into the formats though if you want; see if I can figure out how the files are managed. Or is that already known?

Cause I think, let me say that, the files themselves "are the chunks", or a sort of derived simplified format. They have no header but the structure seems to be the same of the .DDS of rise of the dragon.
But I could be wrong. I do not have an hex editor handy right now.
Here you can find some thoughts about SDS files and the code between the text groups.


--------------------
 
TheRuler
messaggio7 Aug 2017, 13:42
Messaggio #12



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The DDX of "BaK" are similar to the other files from dynamix but:
Each text block starts with 0x09 and ends with 0x00. Sometime the size (WORD) of that block is right before the 0x09 and sometime is 11 WORDS earlier.
Have to understand why yet. I suspect the data between the size and the block have to do with the frame, position, font of the text. Like in RotD.


--------------------
 
Nyerguds
messaggio7 Aug 2017, 13:56
Messaggio #13



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It'll be hard to support different chunk formats though; this whole tool is based on the reading of the named chunks.

Anyway, first success: the complete interpreting of the ini file, and full dissection of STELLAR.RES, from a simple command line run:

As you see, it not only separated the chunks inside the file, but also correctly identified the second FNT chunk as being v4 font, and not v2/3 (which is the first choice since it is earlier in the ini data. I reversed that now though, lol; better to do the more complex first). Furthermore, it can show a listing of the header values it checked to identify it as that type.

File Allegato  stellar_hierarchy.png ( 38.98k ) Numero di download: 22


Chunks will still be added even if they can't be identified from the ini definitions, by the way. The "C" behind the chunk IDs in that list indicate they were identified as Container chunks, and it doesn't need the ini data to do that, so the entire tree can still be read. But unidentified chunks won't have compression support, since the tool can't be sure the compression header starts right after the chunk header. For the font files, it only starts after the font's own header.

[edit]

Fully implemented header referencing:
CODICE
; Font v6
[FontV6]
ChunkId=FNT
Header1=1,Int32,0,CS,Font data index start offset
Header2=1,Int32,0,CS,Symbol widths index start offset
Header3=1,Int32,0,CS,Symbol data start offset
Header4=1,Byte,,,Unknown
Header5=1,Byte,,,Line height
Header6=1,Byte,,,Start symbol
Header7=1,Byte,1,,Number of symbols
Header8=1,Byte,1,127,Font width
Header9=1,Byte,1,127,Font height
Header10=H7,Int16,0,CS-H3,Symbol data offset
Header11=H7,Byte,0,H8,Font symbol width
CompressionOffset=-1


As you see, Header10 and Header11 are arrays which take their amount of repetitions from the value in Header7. Header10 checks that all values in the range are within the chunk data as started from the "Symbol data start offset" specified in Header3, and Header11 checks that all symbol widths specified in its data range are no larger than the overall font width as specified in Header8.

This system allows very accurately identification of different types of the same chunk blush.gif

Messaggio modificato da Nyerguds il 7 Aug 2017, 15:08


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Command & Conquer Gold v1.06 - Upgrading C&C95, byte by byte...
 
TheRuler
messaggio7 Aug 2017, 19:14
Messaggio #14



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CITAZIONE (Nyerguds @ 7 Aug 2017, 14:56) *
It'll be hard to support different chunk formats though; this whole tool is based on the reading of the named chunks.

You could implement file extensions check.

Feel free to adjust what I (surely) messed up/didn't understand:
CODICE
; BOK
[BAK_BOK]
Ext=BOK
Header1=1,DWORD, Size of the file
Header2=1,WORD, number of chunks
Header3=1,WORD, offset of the first chunk starting from byte 9
Header4=H7,WORD, offsets of the following chunks starting from byte 9 (size related to Header2)
Header5=1,WORD,CHUNK_ID, could be 2002, 1602 or 2A02
...

Each text block (subchunks?) starts with 0x0A000A000F00 and ends with 0xF1; the LAST text block ends with 0xF0.
All BOK files end wit 0xF0.



CODICE
; DDX
[BAK_DDX]
Ext=DDX
Header1=3,Bytes 6,9,10 always at 0x00
...
Each text block starts with 0x09 and ends with 0x00. Sometime the size (WORD) of that block is right before the 0x09 and sometime is 6 or 11 WORDS earlier.




--------------------
 
Nyerguds
messaggio7 Aug 2017, 20:11
Messaggio #15



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Ah, you don't get it... the way this editor is built, it is literally incapable of reading anything not formatted as standard "ABC:size" chunks.

File extensions are all over the place with these files; I can't rely on that. But I'll add a chunk import function, so with that, instead of opening the files directly, you can import them as chunk and get the same effect. But I don't really see the use; it's not like there's compressed data in there to decompress, right?

Note that the header information I scan with this tool is only added for identification and to give information on the UI. There is no support for editing the headers. I could support the format you describe there, but it'd simply need its own editor. The purpose of this tool is purely to extract/replace/decompress data from Dynamix chunk-based files at will. It should be seen as a tool for managing archives and extracting raw data from them, not for editing the specific chunk-based file types.

Messaggio modificato da Nyerguds il 7 Aug 2017, 20:16


--------------------

Command & Conquer Gold v1.06 - Upgrading C&C95, byte by byte...
 
The Ancient One
messaggio7 Aug 2017, 20:59
Messaggio #16



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CITAZIONE (TheRuler @ 7 Aug 2017, 10:54) *
Ho estratto il testo e sarebbero 1.3MB da tradurre (contando anche i puntatori, 1.496 KBytes)... Guarda Mic che se lo diamo ad Ancient per settembre ha fatto. A lui Krondor è piaciuto di brutto. ;-)
Bisogna comunque attendere il megatool di DK per gli SDS. I DDX di Krondor dovrebbero essere compatibili.

smilies3.gif smilies3.gif smilies3.gif

BaK è un grande gioco! È Micartu che di rpg non ci capisce! smilies3.gif smilies3.gif

Quindi si può tradurre? Mi ci metto sotto? :-)


--------------------
 
TheRuler
messaggio7 Aug 2017, 21:05
Messaggio #17



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Got it. No use of what I discovered for your tool, but DK, a programmer and forum user, is building an SDS/DDS editor to extract and insert modified text for DGDS games. Informations on the Krondor formats could be handy for our editor, in fact.
I should split the discussion or, if you mind, we could take all the information Dynamix related in one place.


--------------------
 
Nyerguds
messaggio7 Aug 2017, 22:12
Messaggio #18



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Ah, it's okay. It's nice to have a thread for general discussions about it too blush.gif

Here's the current UI:

File Allegato  ChunkExplorerUI.png ( 30.35k ) Numero di download: 18


This probably won't change much. The only thing to add now is a right-click menu on the tree to add the actual editing options.

Messaggio modificato da Nyerguds il 7 Aug 2017, 22:46


--------------------

Command & Conquer Gold v1.06 - Upgrading C&C95, byte by byte...
 
Nyerguds
messaggio8 Aug 2017, 10:43
Messaggio #19



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Status update:

Changing compression on chunks works.

Currently working on right-click menus. Here's an overview of the menu items so far (though I'm not done yet). Their hierarchy should be pretty clear from the names.
File Allegato  RightClickMenus.png ( 57.63k ) Numero di download: 9


To do:
-Saving/extracting
-Replacing chunks in the tree
-Adding chunks from file
-Adding container chunks by giving a chunk ID
-Deleting chunks from the tree
-Chunk order changing inside a container chunk


--------------------

Command & Conquer Gold v1.06 - Upgrading C&C95, byte by byte...
 

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