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Dishonored2 (.index)

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sigroon365, posted Wed Nov 09, 2016 5:50 pm (18677)


It is very similar with id tech5/6 engine structure.
Here is the *.index file and filecutted sample from *.resources.
https://www.sendspace.com/file/orjsnk

Ok, it has simple structure. :)
Code:
#Dishonored2
#Made by myself

endian big
comtype DEFLATE_NOERROR

open FDDE index 0
open FDDE resources 1

idstring "\x05\x53\x45\x52"
get datasize long

goto 0x20
get files long

for i = 0 endian big
get ID long

endian little
get namelength0 long
getdstring name0 namelength0
get namelength1 long
getdstring name1 namelength1
get namelength2 long
getdstring name2 namelength2

endian big
get Null long
get OFFSET long
get SIZE long
get ZSIZE long
get Null2 long
get UNK long
get Null3 short

if SIZE == ZSIZE
log name2 OFFSET SIZE 1
else
clog name2 OFFSET ZSIZE SIZE 1
endif

next i
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Ekey, posted Wed Nov 09, 2016 7:27 pm (18682)


They not encrypted - compressed (use > offzip -z -15 -a) or try to add
Code:
math OFFSET  = 2
before >
Code:
clog name2 OFFSET ZSIZE SIZE 1
also
Code:
get Null long
get OFFSET long
i guess offsets must be
Code:
get OFFSET longlong
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sigroon365, posted Wed Nov 09, 2016 10:48 pm (18686)


Ekey wrote:
Try this script :)


Hi, Ekey! Thank you. However, it does not work yet.
Image
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sigroon365, posted Wed Nov 09, 2016 11:09 pm (18688)


Ekey wrote:
They not encrypted - compressed (use > offzip -z -15 -a)


The problem was comtype. :) I just delete comtype from my bms script and it works.
But it still cause error.

Image
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Ekey, posted Thu Nov 10, 2016 12:42 am (18690)


sigroon365 wrote:
The problem was comtype. :) I just delete comtype from my bms script and it works.
But it still cause error.


add >
Code:
comtype deflate


change
Code:
get Null long
get OFFSET long
to
Code:
get OFFSET longlong


change
Code:
clog name2 OFFSET ZSIZE SIZE 1
to
Code:
math OFFSET  = 2
clog NAME OFFSET ZSIZE SIZE 1
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sigroon365, posted Thu Nov 10, 2016 2:35 am (18691)


Thank you! :D
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sigroon365, posted Thu Nov 10, 2016 3:44 am (18692)


I wonder that why does quickbms try to read 2byte from the EOF on resources.
Should I add
Code:
math OFFSET -= 2
for last one?
Image

Code:
endian big
comtype deflate

open FDDE index 0
open FDDE resources 1

idstring "\x05\x53\x45\x52"
get datasize long

goto 0x20
get files long

for i = 0 endian big
get ID long

endian little
get namelength0 long
getdstring name0 namelength0
get namelength1 long
getdstring name1 namelength1
get namelength2 long
getdstring NAME namelength2

endian big
get OFFSET longlong
get SIZE long
get ZSIZE long
get Null long
get UNK long
get Null2 short

if SIZE == ZSIZE
log NAME OFFSET SIZE 1
else
math OFFSET = 2
clog NAME OFFSET ZSIZE SIZE 1
endif

next i
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aluigi, posted Thu Nov 10, 2016 8:38 am (18698)


*.lang and *.bimage7 are simply compressed with zlib (just compressed data, no headers/info).
This is the script that works with all the provided formats:
http://aluigi.org/bms/dishonored2.bms
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sigroon365, posted Thu Nov 10, 2016 10:06 am (18703)


aluigi wrote:
*.lang and *.bimage7 are simply compressed with zlib (just compressed data, no headers/info).
This is the script that works with all the provided formats:
http://aluigi.org/bms/dishonored2.bms


Thank you!! :)
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michalss, posted Thu Nov 10, 2016 4:25 pm (18711)


i have try reimport but game has not started :(
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sigroon365, posted Thu Nov 10, 2016 4:32 pm (18712)


michalss wrote:
i have try reimport but game has not started :(


That doesn't work. Make repacking script or add new data at the end of *.resource and modify *.index.
The game reads uncompressed data when UNK becomes to 0x20 to 0x00.
Image
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michalss, posted Thu Nov 10, 2016 5:07 pm (18713)


sigroon365 wrote:
michalss wrote:
i have try reimport but game has not started :(


That doesn't work. Make repacking script or add new data at the end of *.resource and modify *.index.
The game reads uncompressed data when UNK becomes to 0x20 to 0x00.
Image



Yeah was my second guess. What you mean by becomes to 0x20 to 0x00?
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michalss, posted Thu Nov 10, 2016 5:12 pm (18714)


i still did not found the correct header for fonts :( any idea pls ?
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michalss, posted Thu Nov 10, 2016 5:29 pm (18716)


sigroon365 wrote:
michalss wrote:
i still did not found the correct header for fonts :( any idea pls ?


I'd upload it here. http://zenhax.com/viewtopic.php?f=9&t=3365



No fonts are textures, no scaleform..
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sigroon365, posted Thu Nov 10, 2016 6:54 pm (18717)


michalss wrote:
No fonts are textures, no scaleform..


This is different from GFX. And there's no essential information about this.
On top of that developer said to me that they discontinued it. No one can use evaluation program for this format now.
The only one who are employed in company can handle it.

I just manually made a swf header but I still don't have idea on it.
Image

And Xenoverse 1,2 also use this UI system.
  • Author
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michalss, posted Thu Nov 10, 2016 7:23 pm (18718)


that is scramble dxt5 format for sure, we have figured out index file for fonts, however as i said dds is scramble somehow and he cannot identify correct header..
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sigroon365, posted Fri Nov 11, 2016 4:18 am (18724)


michalss wrote:
that is scramble dxt5 format for sure, we have figured out index file for fonts, however as i said dds is scramble somehow and he cannot identify correct header..


I don't think that the game reads bimage for font. One have to modify iggy.
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michalss, posted Fri Nov 11, 2016 6:53 am (18728)


Font is 100% texture as ussual, problem is that game wont read it uncompressed and aluigi compressor for zlib is not works because it has dictionary size setup for 32768, but gamefiles are ony 1024. Until alugi help us make zlib compresor where we can select compress dic size to 1024, we are back to 0.. :(

EDIT: compression is sorted, now testing time :)
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sigroon365, posted Fri Nov 11, 2016 6:58 am (18730)


michalss wrote:
Font is 100% texture as ussual

Then how do you explain Chinese font? There's no bimage7 for Chinese glyphs.
I'm not sure whether the other languages such as French, Italian, German, Spanish, Polish and Portuguese-Brazil might read bimage7 for font file or not. But I am sure English, Russian, Japanse and Chinese reads Iggy for font file.
  • Author
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michalss, posted Fri Nov 11, 2016 9:27 am (18735)


OK u are half right. Menu and items etc.. are gfx we cannot find. In game subs are Textures, i have seen this on UE3 engine many times... Problem is how to get edit this scaleform fonts in iggy format AU3 ??
  • Author
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sigroon365, posted Fri Nov 11, 2016 10:32 am (18737)


michalss wrote:
Found very interesting article about iggy format


I knew it. Look at the page on 12. The important thing is that the tool just generate swf header from the iggy.
That's all. Nothing special. You can manually make swf file.
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