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PostPosted: Sat Jul 17, 2021 3:51 am 
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Joined: Fri Apr 20, 2018 12:41 am
Posts: 827
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;


Attachments:
File comment: Only bin and dat files
ML3MessageFiles_US.zip [916.48 KiB]
Downloaded 66 times

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Hacking Angry Birds since 2016
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PostPosted: Thu Sep 09, 2021 3:10 pm 
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Joined: Wed Jul 30, 2014 9:32 pm
Posts: 12549
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


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PostPosted: Wed Sep 15, 2021 3:11 am 
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Joined: Fri Apr 20, 2018 12:41 am
Posts: 827
Thanks so much.

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Hacking Angry Birds since 2016


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