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Bionic Comando

Posted: Sun Jul 19, 2009 8:54 pm
by CMihai
The contents of this post was deleted because of possible forum rules violation.

Re: Bionic Comando

Posted: Sun Jul 19, 2009 9:28 pm
by chrrox
it is just plain zlib let me know if it works on other files.

Code: Select all

#QuickBMS script
#Make sure you say yes when it asks to overwrite.
get CHUNKS long
get VERSION long
get NAME filename
set EXT string .ext
string NAME += EXT
append
for i = 0 < CHUNKS
get OFFSET long
get ZSIZE long
set SIZE 65536
clog NAME OFFSET ZSIZE SIZE
next i

Re: Bionic Comando

Posted: Sun Jul 19, 2009 9:55 pm
by CMihai
The contents of this post was deleted because of possible forum rules violation.

Re: Bionic Comando

Posted: Sun Jul 19, 2009 10:38 pm
by chrrox
those are the correct files you will get. what error do you get in the second file?
upload that one so i can see i want the original file.

Re: Bionic Comando

Posted: Mon Jul 20, 2009 10:59 am
by CMihai
well it's a 110mb file :lol:

here's the error that i get
Error: the compressed zlib/deflate input is wrong or incomplete

Re: Bionic Comando

Posted: Mon Jul 20, 2009 5:52 pm
by Gocha
How about to translate this game? How to determine which font file uses the game for non-English texts(language), for example there's also Russian, I couldn't determine which font file game uses for that.

p.s. languages and config files for game are in .bundle

Re: Bionic Comando

Posted: Mon Jul 20, 2009 8:08 pm
by chrrox
I do not have this game and without the file there is no way i can determine what that error means

Re: Bionic Comando

Posted: Tue Jul 21, 2009 5:29 am
by SCGame
Gocha wrote:How about to translate this game? How to determine which font file uses the game for non-English texts(language), for example there's also Russian, I couldn't determine which font file game uses for that.

p.s. languages and config files for game are in .bundle
That is a good idea.
I am searching those font files. If you know, tell me, please.

Re: Bionic Comando

Posted: Fri Jul 24, 2009 7:43 pm
by Savage
I tried the script with the file boot.fcl, but the game crashes

Re: Bionic Comando

Posted: Fri Jul 24, 2009 8:00 pm
by chrrox
I do not have the game so I can not do more testing.
if I have that big archive I can update the script better.

Re: Bionic Comando

Posted: Sat Jul 25, 2009 2:38 am
by Savage
How big can you download? I can upload 100mb's or more if you need

Re: Bionic Comando

Posted: Sat Jul 25, 2009 2:44 am
by chrrox
just give me a big archive that was giving errors I have unlimited download cap.

Re: Bionic Comando

Posted: Sat Jul 25, 2009 8:11 am
by Savage

Re: Bionic Comando

Posted: Sat Jul 25, 2009 9:53 am
by Alex Bu
fcl files do not include any index information, the index data is stored in the game.LHD file

Re: Bionic Comando

Posted: Sat Jul 25, 2009 10:29 am
by Mr.Mouse
Look, the files are saved one after the other in these big files. Obviously, each last chunk of a resource is NOT 65536 in size. The BMS script assumes that this is just one big file, and incorrectly saves all chunks to one file.

The archives start off with the number of resources, and then the chunksize for each zlib chunk (not 'version'). There is apparently a .LDH file that has the index (including filenames?). To get around it without an index, you should check whether the uncompressed piece returned by zlib.dll is 65536 in size, if not you have reached the end of the resource and should start another.