# Valiant Hearts The Great War PC
# Based on BMS script for Child of Light
# script for QuickBMS http://quickbms.aluigi.org
endian big
goto 0xc
get BASE_OFF long
goto 0x38 # 0x2c for Rayman Legends
get FILES long
for i = 0 < FILES
get DUMMY1 long
get SIZE long
get ZSIZE long
get TSTAMP longlong
get OFFSET longlong
if DUMMY1 == 2
get DUMMY4 long
get DUMMY5 long
endif
get FOLDERSZ long
getdstring FOLDER FOLDERSZ
get NAMESZ long
getdstring NAME NAMESZ
string FOLDER + NAME
string NAME = FOLDER
math OFFSET += BASE_OFF
if ZSIZE == 0
log NAME OFFSET SIZE
else
clog NAME OFFSET ZSIZE SIZE
endif
get DUMMY6 long
get DUMMY7 long
next i
# Valiant Hearts The Great War PC
# Based on BMS script for Child of Light
# script for QuickBMS http://quickbms.aluigi.org
endian big
goto 0xc
get BASE_OFF long
goto 0x38 # 0x2c for Rayman Legends
get FILES long
for i = 0 < FILES
get DUMMY1 long
get SIZE long
get ZSIZE long
get TSTAMP longlong
get OFFSET longlong
if DUMMY1 == 2
get DUMMY4 long
get DUMMY5 long
endif
get FOLDERSZ long
getdstring FOLDER FOLDERSZ
get NAMESZ long
getdstring NAME NAMESZ
string FOLDER + NAME
string NAME = FOLDER
math OFFSET += BASE_OFF
if ZSIZE == 0
log NAME OFFSET SIZE
else
clog NAME OFFSET ZSIZE SIZE
endif
get DUMMY6 long
get DUMMY7 long
next i
localisation.loc8 contains all of the language scripts of Valiant Hearts.
Work with rayman tool(made by swuforce).
How to usage
1) export localisation.loc8 to text files.
2) choose the one tex(one language) and edit it
3) import that one text file to *.loc8 files.
For example, use rayman tool(made by swuforce) to export text from localisation.loc8. And edit 'RaymanLegendsText_0'(English). After that, use import and select 'RaymanLegendsText_0' and then select 'localisation.loc8'. Then you can get NEW_localisation.loc8. Rename it to localisation.loc8 and check it on the game.
You can find font data at C:\Program Files (x86)\Valiant Hearts The Great War\Bundle_unpack\cache\itf_cooked\pc\enginedata\misc\fonts and child of light template(made by tomsolo) also work with Valiant Hearts. So you can edit the font mapping data by 010 editor with that template.
For the '*.tga.ckd', just delete header(0x38h) and rename it to dds. Then you can edit it on the photoshop.
Last edited by albert1905 on Mon Jul 21, 2014 11:41 am, edited 3 times in total.
swuforce wrote:Did you just rename my tool, upload again(original still available), and post it here?
If you upset it, I'm sorry for that. But I post it here because namquang93 asking how to adjust merlinsvk's bms script to valiant hearts. viewtopic.php?f=10&t=11475.
So, I just give he or she the information about it. I mentioned the author of template but don't know the writer of rayman tools so I just post it without your nickname. I just grab the tool, template and show namquang93 how to localizing it, instead of link, for the simplest information.
swuforce wrote:Did you just rename my tool, upload again(original still available), and post it here?
albert1905 wrote:
swuforce wrote:Did you just rename my tool, upload again(original still available), and post it here?
If you upset it, I'm sorry for that. But I post it here because namquang93 asking how to adjust merlinsvk's bms script to valiant hearts. viewtopic.php?f=10&t=11475.
So, I just give he or she the information about it. I mentioned the author of template but don't know the writer of rayman tools so I just post it without your nickname. I just grab the tool, template and show namquang93 how to localizing it, instead of link, for the simplest information.
Sorry for that! Beacause of my asking! And thanks swuforce with albert1905.
Then you can write your detailed information about usage, if you want.
Unlike CoL, Valiant Hearts got no templateinstance_pc32.ipk file for the bypass trick by tomsolo. Does it meant either we have to Patch the .exe for using the modified font in the root or worse - extracted the whole Bundle_PC.ipk? Anybody have a solution here? Also is it possible to repack the ipk in the first place?
EDIT: Try repack using quickbms, but not working...