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locale.big (FIFA ONLINE 4)

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  • Author
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HPAndroid, posted Wed Aug 01, 2018 1:30 pm (37142)


Aluigi can you help me with this file?
It is located in FIFA ONLINE 4 data \ loc folder. Hope you can help!
Thank you! :)
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HPAndroid, posted Thu Aug 02, 2018 3:48 am (37156)


aluigi wrote:
It's the classical BIG4 format without encryption (that's a good news compared to FO3):
http://aluigi.org/bms/ea_big4.bms

Very thank you! :D
Again, can you extract the eng_us.db file? This is the part that I have after extracting the locale.big file. :)
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aluigi, posted Thu Aug 02, 2018 6:26 am (37159)


Check if there are already tools for similar files used in past games
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HPAndroid, posted Thu Aug 02, 2018 12:37 pm (37168)


aluigi wrote:
Check if there are already tools for similar files used in past games

Thank you! :D
I have found the tool for this file! It works very efficiently. :)
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HPAndroid, posted Thu Aug 02, 2018 12:53 pm (37169)


I have a file with the .big format, it's in the project that I'm working on. But I have not figured out how to extract this file. Hope somebody can help me! :(
Thank you very much! :)
This is the link: https://drive.google.com/file/d/1qclLuQ ... sp=sharing
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beedy, posted Thu Aug 02, 2018 12:54 pm (37170)


HPAndroid wrote:
aluigi wrote:
Check if there are already tools for similar files used in past games

Thank you! :D
I have found the tool for this file! It works very efficiently. :)

What is the tool you found? I'm able to check some t3db local strings in nhl series.
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aluigi, posted Sat Aug 04, 2018 12:24 am (37192)


@HPAndroid
STOP opening new topics
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aluigi, posted Sat Aug 04, 2018 10:18 am (37213)


Regarding the 2 files you uploaded, they seem in some way "similar" to those used in FO3 with the complete absence of any header in the first 0x40 bytes which are just zeroes.

vie_vn.big uses a "data" field instead of the classical "chunk" compressed methods and therefore can't work with the work-around used in FO3 while data.big is ok but it's necessary to remove the initial 'idstring "BIg4"' command from the script (http://aluigi.org/bms/raw_ea_10fb_dumper.bms) and you should use the http://aluigi.org/bms/chunklzx.bms script on each dumped file

I was thinking to something a bit automatic but it requires some work, for example:
Code:
math SKIP = 4   # \x00 because it's aligned and limits false positives
get ARCHIVE_SIZE asize
for OFFSET = 0x40 != ARCHIVE_SIZE
    goto OFFSET
   for OK = 1 != 0
        findloc NEXT_OFFSET string "\x00\x00\x00\x00chunk" 0 "" # chunkref and chunkzip
      if NEXT_OFFSET == ""
         math NEXT_OFFSET = ARCHIVE_SIZE
      endif

        if NEXT_OFFSET == ARCHIVE_SIZE
            math OK = 0
        else
            math NEXT_OFFSET SKIP
            if NEXT_OFFSET & 0xf
                goto NEXT_OFFSET
            else
                math OK = 0 #break
            endif
        endif
   next
    math SIZE = NEXT_OFFSET
    if OFFSET != 0
        include "chunklzx.bms"
    endif
next OFFSET = NEXT_OFFSET
Then open chunklzx.bms and replace the first 4 instructions (those with "NAME") with the following:
string NAME p "x.dat" OFFSET

Now you can use the script I pasted above with data.big, just be sure to have the edited chunklzx.bms script in the same folder with the script and quickbms.exe.
quickbms will ask you to overwrite the output file, it's probably a bug so just answer with 'a' to avoid it.
The output files will have no extension so be ready to open all of them with a hex editor.

I hope it's not too complicated just follow the instructions and it will work.
  • Author
  • Localization

HPAndroid, posted Sat Aug 04, 2018 12:41 pm (37219)


aluigi wrote:
@HPAndroid
STOP opening new topics

Very very thank you! Aluigi! :)
I am also very sorry for creating a new topic. Since I found the file to be extracted in a different way, I created a new topic. I am very sorry, I will draw experience! :(
Have fun! :D :mrgreen: :)
  • Author
  • Localization

HPAndroid, posted Sun Aug 05, 2018 1:06 pm (37237)


aluigi wrote:
Regarding the 2 files you uploaded, they seem in some way "similar" to those used in FO3 with the complete absence of any header in the first 0x40 bytes which are just zeroes.

vie_vn.big uses a "data" field instead of the classical "chunk" compressed methods and therefore can't work with the work-around used in FO3 while data.big is ok but it's necessary to remove the initial 'idstring "BIg4"' command from the script (http://aluigi.org/bms/raw_ea_10fb_dumper.bms) and you should use the http://aluigi.org/bms/chunklzx.bms script on each dumped file

I was thinking to something a bit automatic but it requires some work, for example:
Code:
math SKIP = 4   # \x00 because it's aligned and limits false positives
get ARCHIVE_SIZE asize
for OFFSET = 0x40 != ARCHIVE_SIZE
    goto OFFSET
   for OK = 1 != 0
        findloc NEXT_OFFSET string "\x00\x00\x00\x00chunk" 0 "" # chunkref and chunkzip
      if NEXT_OFFSET == ""
         math NEXT_OFFSET = ARCHIVE_SIZE
      endif

        if NEXT_OFFSET == ARCHIVE_SIZE
            math OK = 0
        else
            math NEXT_OFFSET SKIP
            if NEXT_OFFSET & 0xf
                goto NEXT_OFFSET
            else
                math OK = 0 #break
            endif
        endif
   next
    math SIZE = NEXT_OFFSET
    if OFFSET != 0
        include "chunklzx.bms"
    endif
next OFFSET = NEXT_OFFSET
Then open chunklzx.bms and replace the first 4 instructions (those with "NAME") with the following:
string NAME p "x.dat" OFFSET

Now you can use the script I pasted above with data.big, just be sure to have the edited chunklzx.bms script in the same folder with the script and quickbms.exe.
quickbms will ask you to overwrite the output file, it's probably a bug so just answer with 'a' to avoid it.
The output files will have no extension so be ready to open all of them with a hex editor.

I hope it's not too complicated just follow the instructions and it will work.

Aluigi! You have the script for this file
https://drive.google.com/file/d/1G_VGan ... sp=sharing
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