MuratG Posted January 24 Posted January 24 Ninja Gaiden 2 Black I can't access the language file can anyone help.
Engineer Solution N o o B Posted January 25 Engineer Solution Posted January 25 The text elements of NINJA GAIDEN 2 Black are located in this file: ...\NINJAGAIDEN2BLACK\Binaries\Win64\databin\databin The structure of this file is very similar to the structure of the "NINJA GAIDEN: Master Collection" games. You can split this file (and import it) into additional files with this tool (I couldn't find another one): Mod Tool to unpack Ninja Gaiden Master Collction data files Among the extracted files, only the files with the .LANG extension are needed, they contain the texts. However, I have not found an editing tool for these .LANG files. I hope someone else finds or makes one and shares it here (I attach some samples!). I have edited the NEW GAME captioned in HEX editor as a trial and it works for import. (Changed NEW GAME text --> 00003.LANG and 00004.LANG) NG2B_LANG_TEST.zip 1
PlounchBoy Posted January 30 Posted January 30 (edited) Any progress for game text ? Edited January 30 by PlounchBoy
Engineer h3x3r Posted January 31 Engineer Posted January 31 (edited) Struct doesn't seems to be complicated but can't tell the same when it comes on re-building. I will tell more once i get into it. From now i know it will need double packing. First you will need unpack LANG into sub languages. There are 10 localization. Here's struct for sub languages. EDiT: Seems like full struct to me. Now how to convert it into the bms... //------------------------------------------------ //--- 010 Editor v14.0 Binary Template // // File: // Authors: // Version: // Purpose: // Category: // File Mask: // ID Bytes: // History: //------------------------------------------------ OutputPaneClear();LittleEndian(); local uint32 i,j,k,l; char Sign[4]; uint32 Unknown_0,Unknown_1; uint32 LangPackStrOffset; uint32 TotalFileSize; //important when rebuilding *.dat uint32 LocaleOffsetCount,LocaleSizeCount; uint32 Unknown_2; uint32 LocaleOffsets,LocaleSizeOffsets; FSeek(LocaleOffsets); uint32 Offset[LocaleOffsetCount]; FSeek(LocaleSizeOffsets); uint32 Size[LocaleSizeCount]; for (i=0; i < LocaleOffsetCount; i++) { FSeek(Offset[i]); struct { struct { char Sign[8]; uint32 Unknown_0,Unknown_1; uint32 FileSize; uint32 StringPackOffsetCount,StringPackSizeCount; uint32 Unknown_2; uint32 StringPackOffsets,StringPackSizeOffsets; FSeek(startof(CategoryPack)+StringPackOffsets); uint32 StringPackOffset[StringPackOffsetCount]; FSeek(startof(CategoryPack)+StringPackSizeOffsets); uint32 StringPackSize[StringPackSizeCount]; for (j=0; j < StringPackOffsetCount; j++) { FSeek(startof(CategoryPack)+StringPackOffset[j]); struct { char Sign[8]; uint32 Unknown_0,Unknown_1; uint32 FileSize; uint32 StringOffsetCount,StringSizeCount; uint32 Unknown_2; uint32 StringOffsets,StringSizeOffsets; FSeek(startof(StringPack)+StringOffsets); uint32 StringOffset[StringOffsetCount]; FSeek(startof(StringPack)+StringSizeOffsets); uint32 StringSize[StringSizeCount]; struct { for (k=0; k < StringOffsetCount; k++) { FSeek(startof(StringPack)+StringOffset[k]); struct { wchar_t String[StringSize[k]/2]; }Text; } }Strings; }StringPack; } }CategoryPack; }Localization; } Edited January 31 by h3x3r
Engineer N o o B Posted January 31 Engineer Posted January 31 Mod loader: https://github.com/Mystixor/NGModLoader
PlounchBoy Posted January 31 Posted January 31 11 hours ago, N o o B said: Mod loader: https://github.com/Mystixor/NGModLoader How can the mod installer help with extracting and importing texts? I downloaded it but it doesn't work unless it has a dat extension.
Engineer h3x3r Posted January 31 Engineer Posted January 31 It's for loose file loading. Not for editing.
PlounchBoy Posted January 31 Posted January 31 3 hours ago, h3x3r said: It's for loose file loading. Not for editing. Updatet actually you can
Engineer N o o B Posted January 31 Engineer Posted January 31 .LANG editor: https://github.com/Mystixor/NGMCToolbox
Engineer N o o B Posted January 31 Engineer Posted January 31 So.. to have everything in one place.. 🙂 1.) The text elements of NINJA GAIDEN 2 Black are located in this file: ...\NINJAGAIDEN2BLACK\Binaries\Win64\databin\databin 2.) databin extract tool: https://www.nexusmods.com/ninjagaidenmastercollection/mods/64?tab=files 3.) .LANG editor tool: https://github.com/Mystixor/NGMCToolbox 4.) Mod loader: https://github.com/Mystixor/NGModLoader (font files and font edit: idk..)
PlounchBoy Posted January 31 Posted January 31 4 hours ago, N o o B said: So.. to have everything in one place.. 🙂 1.) The text elements of NINJA GAIDEN 2 Black are located in this file: ...\NINJAGAIDEN2BLACK\Binaries\Win64\databin\databin 2.) databin extract tool: https://www.nexusmods.com/ninjagaidenmastercollection/mods/64?tab=files 3.) .LANG editor tool: https://github.com/Mystixor/NGMCToolbox 4.) Mod loader: https://github.com/Mystixor/NGModLoader (font files and font edit: idk..) thanks ,we need spiderman 2 localizations tool.Old tool not compatible for localizations_all.localization files.
Engineer N o o B Posted January 31 Engineer Posted January 31 8 minutes ago, PlounchBoy said: thanks ,we need spiderman 2 localizations tool.Old tool not compatible for localizations_all.localization files. I don't care. It has nothing to do with Ninja Gaiden 2 Black. Open a new topic for it and (maybe) someone there will answer \ help you. 🙂 1
PlounchBoy Posted January 31 Posted January 31 (edited) 1 hour ago, N o o B said: I don't care. It has nothing to do with Ninja Gaiden 2 Black. Open a new topic for it and (maybe) someone there will answer \ help you. 🙂 🙂 Edited January 31 by PlounchBoy
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