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Possible next features of QuickBMS

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aluigi, posted Fri Apr 05, 2019 9:59 pm (46502)


@Shokoniraya
Just to inform you that I have successfully implemented reimport3 in my beta.
It works exactly like reimport2, if there is no offset field it automatically shrinks or enlarges the file.

In my tests it works very well, if you want I can provide a beta executable for your tests.
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Shokoniraya, posted Sat Apr 06, 2019 9:31 am (46519)


aluigi wrote:
@Shokoniraya
Just to inform you that I have successfully implemented reimport3 in my beta.
It works exactly like reimport2, if there is no offset field it automatically shrinks or enlarges the file.

In my tests it works very well, if you want I can provide a beta executable for your tests.

Thank you sir aluigi!
yes, please upload beta version, and I will test it on my script
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aluigi, posted Sat Apr 06, 2019 11:30 am (46525)


Perfect.
The beta is available here together with the current differences in the source code (I have fixed almost all the bugs of my TODO list):
http://aluigi.org/beta/quickbms_0.9.3.zip
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Shokoniraya, posted Sat Apr 06, 2019 4:04 pm (46530)


Problem

Click on _export.bat, and all text will extract to localisation Folder (Done and good working)

edit a line For example, line 2
if you edit a line and type a line smaller than original and save it and click on _import.bat, then quickbms will stuck!
link of sample file in my test, this file is a best test fo a text file: https://www.mediafire.com/file/38fyeczc ... e.zip/file
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Shokoniraya, posted Sat Apr 06, 2019 6:01 pm (46533)


after more test, I found out a something!
bigger size can't work too
size will update, but text will append in last byte (like reimport2!)
and quickbms will stuck on smaller text (if change and type a smaller dialog)

And you better use UTF-16, because most of text editors will show a unreadable text!
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Shokoniraya, posted Sun Apr 07, 2019 11:01 am (46542)


after more tests, i found out more things

seems like shrinking works fine in log and clog
problem is slog, and i used same script in log and clog (clog with add a fake comtype copy compress in file), but slog has problem
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aluigi, posted Sun Apr 07, 2019 12:24 pm (46545)


Excellent job.
I have just updated the beta file with all the fixes.
Let me know the results
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Shokoniraya, posted Sun Apr 07, 2019 1:03 pm (46549)


and can you set utf-8 (BOM) to UTF-16 in slog text file?
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aluigi, posted Sun Apr 07, 2019 1:13 pm (46551)


Can you provide an example?

Here I made a simple test and it seems to work.
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Shokoniraya, posted Sun Apr 07, 2019 1:29 pm (46552)


aluigi wrote:
Can you provide an example?

Here I made a simple test and it seems to work.


yes, works fine, but text editors will show a unreadable (ascii codes) as unicode characters
can you set it to UTF-16?
problem is text editors, not quickbms
and all text editors can works fine with UTF-16 without any problem
you better Set output slog files to Little endial Unicode (16)
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Shokoniraya, posted Sun Apr 07, 2019 1:34 pm (46554)


i can see unicode characters in hex (quickbms output file) and that means quickbms can export utf-8 as well, but it better be utf 16
because utf-16 has \xFF\xFE (as a header) and it is two-byte and there is no way to read it as ASCII mode
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aluigi, posted Sun Apr 07, 2019 1:55 pm (46555)


Ah, you mean the text file generated by slog.
Basically you want the UTF8 BOM (0xfe 0xfe or 0xEF,0xBB,0xBF) or directly the UTF16 output (with the UTF16 BOM obviously).

I guess the best solution would be for me to use the UTF8 BOM at the beginning of the file, I can work on that.

Anyway notepad can do the job automatically or by selecting Encoding -> Encode in UTF-8.
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Shokoniraya, posted Sun Apr 07, 2019 2:08 pm (46558)


aluigi wrote:
Ah, you mean the text file generated by slog.
Basically you want the UTF8 BOM (0xfe 0xfe or 0xEF,0xBB,0xBF) or directly the UTF16 output (with the UTF16 BOM obviously).

I guess the best solution would be for me to use the UTF8 BOM at the beginning of the file, I can work on that.

Anyway notepad can do the job automatically or by selecting Encoding -> Encode in UTF-8.


no! dont use UTF-8 BOM!
i test it with both (without BOM) and (BOM mode at header), but still has problem
just use directly the UTF-16 output with BOM, because UTF-16 can solve all of unicode problems! and as i said, UTF-16 has BOM (i never seen a UTF-16 without BOM, because its need BOM to reading by any text editors and every charcters has their own two-byte hexadecial code)

note: UTF-8 is not a good idea for slog, best option is UTF-16 little endian and done! all of unicode problems will solve!
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aluigi, posted Sun Apr 07, 2019 2:12 pm (46559)


It's a problem for me to use utf16.

utf8 is compatible with any editor, even those not supporting it, chars out of range will be visible in a wrong way but everything is visilbe.
While utf16 requires an utf16 editor or the zeroes will cause lot of problems.

What are the problems you are experiencing with utf8?
Are you sure it isn't something related to the codepage?
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Shokoniraya, posted Sun Apr 07, 2019 2:41 pm (46560)


aluigi wrote:
It's a problem for me to use utf16.

utf8 is compatible with any editor, even those not supporting it, chars out of range will be visible in a wrong way but everything is visilbe.
While utf16 requires an utf16 editor or the zeroes will cause lot of problems.

What are the problems you are experiencing with utf8?
Are you sure it isn't something related to the codepage?



code and script and other things is just fine

but utf-16 is a better for localization and all text editors (all text editors can work with utf16, but utf make problem)
zeroes will not make any problem, because text files with \xFF\xFE will read as a utf-16 file

a way to solve: export text and turn it to utf-16 in temporary and paste it in folder and Reverse it to ut8-witout BOM in reimporting
thats a good way

What are the problems you are experiencing with utf8?
my characters will show as a ASCII code if i opened a original file without any editing and just exported

Are you sure it isn't something related to the codepage?
i am sure codepage is fine! i can edit in hex editor too!
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Shokoniraya, posted Sun Apr 07, 2019 2:51 pm (46561)


UTF-8 with BOM has Problem Too!
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aluigi, posted Sun Apr 07, 2019 3:27 pm (46565)


I did some magic.
Use the -b option for enabling the UTF16 mode in extraction.

In reimport mode quickbms automatically understands if it's UTF8 or UTF16 (both little and big endian) so -b is not necessary.

I don't think it will solve your problem but try it.
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Shokoniraya, posted Sun Apr 07, 2019 3:42 pm (46568)


aluigi wrote:
I did some magic.
Use the -b option for enabling the UTF16 mode in extraction.

In reimport mode quickbms automatically understands if it's UTF8 or UTF16 (both little and big endian) so -b is not necessary.

I don't think it will solve your problem but try it.


i've downloaded Beta version again in first link, but it says -b is a wrong command line, can you upload fixed quickbms?
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aluigi, posted Sun Apr 07, 2019 3:50 pm (46570)


The version online is already the last one.
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Shokoniraya, posted Sun Apr 07, 2019 4:11 pm (46571)


thanks, game will show and -b is perfect in text editors!
just another question and thanks for everything, can you tell me about padded offsets in reimportin?
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aluigi, posted Sun Apr 07, 2019 4:48 pm (46573)


:D

As far as I know the padded offsets are now fixed.
If the script uses an operation like "math OFFSET * 0x800", quickbms automatically put the new file to a padded offset.
If you see something not working give me a sample.
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Shokoniraya, posted Sun Apr 07, 2019 5:10 pm (46576)


aluigi wrote:
:D

As far as I know the padded offsets are now fixed.
If the script uses an operation like "math OFFSET * 0x800", quickbms automatically put the new file to a padded offset.
If you see something not working give me a sample.

look at this
cant calculate size in reimporting as well if you edit a line

Error_text.zip

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aluigi, posted Sun Apr 07, 2019 5:17 pm (46577)


Script?
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Shokoniraya, posted Sun Apr 07, 2019 5:24 pm (46580)


aluigi wrote:
Script?

found the problem! it will change numbers to normal! and game cant read it!

UE4_File_Locres.rar

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Shokoniraya, posted Sun Apr 07, 2019 5:25 pm (46581)


Shokoniraya wrote:
aluigi wrote:
Script?

found the problem! it will change numbers to normal! and game cant read it!

numbers must be negative or game cant read it!
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