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PostPosted: Sun Apr 28, 2019 6:26 am 
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QuickBMS 0.10.0 is out


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PostPosted: Sun Apr 28, 2019 12:38 pm 

Joined: Thu Aug 07, 2014 10:28 pm
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was ALLZ compression added?
I can't seem to find it.


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PostPosted: Sun Apr 28, 2019 1:35 pm 
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I guess you mean ALZSS


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PostPosted: Tue Apr 30, 2019 12:01 pm 
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aluigi, please make a quick update

there is a problem

if size is 0, then offset will set to 0? can you just set it to act like normal?
i want to make script for a text file with offset (no size)
if i remove a line, then offset will turn to 0
and game will read header as a text (because offset is 0 and just in one game)
if size is 0, then OFFSET must be act like normal! (like anyother size! not set to zero just because size is zero!)
this is a problem and some games will crash if text-offset turn to 0!
please fix it


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PostPosted: Tue Apr 30, 2019 12:19 pm 
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What reimport mode are you using?
Do you have a sample for replicating the problem on the fly?


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PostPosted: Tue Apr 30, 2019 7:05 pm 
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another bug!
en.mo is a empty file (i wrote zero in every offset blocks)
and see what happening after importing!! (check in hex editor)

quickbms has bug in some cases, please accept it (same story in past months :cry: )


Attachments:
mo.zip [3.01 KiB]
Downloaded 5 times
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PostPosted: Tue Apr 30, 2019 7:33 pm 
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a sample file uploded in this comment to prove it (tfo.zip)
in this file, i removed text and wrote zero in offset block, but offset must turn to 20 (and add a zero at end of text) not zero! if text is empty, then add new offset with one zero or two (its up to unicode)


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tfo.zip [700 Bytes]
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PostPosted: Fri May 03, 2019 11:07 am 
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some new features for quickbms

add UTF-32 support
add quiet mode


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PostPosted: Fri May 03, 2019 4:52 pm 
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UTF-32? I don't see any need to use it, nobody use it.

For the quiet mode, have you tried -Q?

Regarding the other 2 posts I have not checked them yet.

Please note that there is a bug (I used atoi instead of myatoi) in -b, -b 0x2d doesn't work but -b + works, so -b 0x20 doesn't while -b " " does.


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PostPosted: Fri May 03, 2019 4:58 pm 
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Shokoniraya wrote:
another bug!
en.mo is a empty file (i wrote zero in every offset blocks)
and see what happening after importing!! (check in hex editor)

quickbms has bug in some cases, please accept it (same story in past months :cry: )

No, quickbms is correct, your script is wrong:
Code:
. 000003f4 get     LAST_OFF   0x00000a68 -2
. 000003f4 get     LENGHT     0x00000120 4
. 000003f8 get     OFFSET     0x00000000 4


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PostPosted: Fri May 03, 2019 5:00 pm 
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Shokoniraya wrote:
a sample file uploded in this comment to prove it (tfo.zip)
in this file, i removed text and wrote zero in offset block, but offset must turn to 20 (and add a zero at end of text) not zero! if text is empty, then add new offset with one zero or two (its up to unicode)

Same as for the other sample, OFFSET is zero and FAKE_SIZE is not declared which means it's zero.


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PostPosted: Fri May 03, 2019 5:34 pm 
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utf-32 used in some new games
like mortal kombat and some engine files


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PostPosted: Fri May 03, 2019 5:42 pm 
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I will check what I can do about utf32.
I think Assetto Corsa (data.acd) uses it too, but they are really very very rare cases.


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PostPosted: Wed May 08, 2019 1:09 pm 
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aluigi, another problem, quickbms just can read Uint and why cant read same as normal int? its a problem in negative numbers bacause Uint doesnt have any negative number!

can you replace correct version of quickbms with a fixed version for that?


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PostPosted: Sun May 19, 2019 2:06 pm 
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The story about unsigned int and int is complicated because for quickbms they are basically the same, the only difference is with "if", "math" and some other instructions.

If you use quickbms_4gb_files, EVERY 32bit field is unsigned because 0x00000000ffffffff is positive, while in quickbms it's 0xffffffff which is negative.

Long story short, if you want a signed 32bit use signed_long which is universally accepted:
Code:
get VAR signed_long


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