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翻訳の問題を報告
Nice work. Just a note, the folder structure is actually hierarchical. This is what I've gathered so far - just need to figure out the hash/crc calculation for repacking to viable. Any ideas?
Yeah, I ran into a similar issue. Validated my unpacker with the png files - they have fixed starting/ending byte sequences. Is it a modified package format or just a less common compression algorithm like Oodle?
I tried opening up coalesced_int.bin in gearsofwarsofwar2editor2, which I've used to read other UE3 coalesced files, but it unfortunately didn't work. I also tried using UPK Explorer to open up an .xxx file, and it gave me an error.
The files must have changed formats somehow since the original release as I can use the aforementioned programs to open the PS3 version's files.
Just opened it up in 010. It's a utf-16 string table, that seems to follow the following format:
That is, if the first value is negative, it denotes string length. If not, a second value will appear which will. Not sure what the semantics of the additional value are. Can you dump the inis from the PS3 version for reference?
That's all the coalesced_XXX.bin files from the PS3 version. Someone should correct me, but I believe coalesced_int.bin is the master, or at least that's the one I've played with when modding other UE3 PS3 games. I use gearsofwar2editor2 to open the files and see the actual values.
I also noticed that many files in the PC version are larger than their PS3 counterparts. I wouldn't be surprised if they did some upscaling.
Grammar wise, it's basically
Anything with a block_size is either a file or section definition. Block size refers to the number sections when appearing in a file def, and the number of key/value pairs when appearing in a section definition. I think all file names are relative paths, so discerning them should be easy - anything that starts with a period should suffice but one will want to verify that.
Anything else is processed with the next element as a key-value pair.
I'm working on a laptop with only a C++ IDE atm, and will be out most of the day. If I get a moment, I'll dump it to .ini - but as to avoid INI parsing, a simple GUI editor might be preferable for actual editing. That is, unless config files located in "FishGame\Config\" take precedence over coalesced ones. You're familiar with UE3; Is that a thing?
Anyways, if someone has a moment and the means to build a quick GUI app, that'd be great. Otherwise I can take a stab at it as time allows this week.
Only sometimes. This does not appear to be one of those.
Directly editing the ini files also isn't that hard, to be honest. Most of it can be ignored. We just need a way to either directly edit the coalesced file or a way to extract the ini, edit it, then repack it into coalesced.
It's most likely Oodle. We need to assign the Oodle version manually on our end. Fortunately, we've had support for Oodle for a while. We'll try and get it done for the next UPKEx update. Should be in 1-2 weeks.
Edit: It's not Oodle. It appears to be a custom compression method we don't support...
I noticed non-mangled strings in some of the .xxx headers. Is the header valid and the body just not deflating with the indicated compression algorithm? If so, encryption is a likely consideration.
Either way, I'd try posting on Gildor's forums. Provided with unpacked examples, I'm sure someone might be able to provide further clarification at the very least.