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Mario and Luigi: Dream Team/Dream Team Bros./3 F/BMes.bin

Featured Replies

  • Author
  • Localization

LolHacksRule, posted Sat Jul 17, 2021 3:51 am (65227)


I was looking at the binary files for the message data. Most binary text files from Nintendo's localization tool are in the F/BMes.dat file with no file names. The bin files is read by the game, which describes offsets and bytesizes of the message files in the .dat file, but I'm not sure about the unk value in the header. I attempted to document the format. Anyone want to help finish off this template? Being able to make QuickBMS read the file would help with extraction of the message files from the dat files and even modification of the in-game text. Thanks so much.

Code:
struct ML3MsgBin
{
    struct Hdr
    {
        int16 dummy;
        int32 messageBinFileCnt;
        int16 unk;
        int32 messageMetaBinByteSize;
        int16 dummy2;
        int16 messageBinFileCntMinus1;
    } header;
    struct MsgMeta
    {
        int32 nextMsgFileOffset;
        int32 msgFileByteSize;
    } msgMeta[header.messageBinFileCnt];
} ML3MesBin;
  • Author
  • Localization

aluigi, posted Thu Sep 09, 2021 3:10 pm (66219)


You can use this script:
Code:
open FDDE "bin"
open FDDE "dat" 1

get ZERO short
get FILES short
get ZERO long
get BIN_SIZE long

get ZERO short
get FILES short # -1 instead

for i = 0 < FILES
    get OFFSET long
    get SIZE long
    if SIZE != 0
        log "" OFFSET SIZE 1
    endif
next i

The files have a custom format ("MsgStdBn") and they seem to contain unicode text and other information
  • Author
  • Localization

LolHacksRule, posted Wed Sep 15, 2021 3:11 am (66401)


Thanks so much.
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