![]() I would do google searches for things like “ gamename. Without documentation, or an existing tool that can read/write those files, you may be out of luck. Then voila, you've now found where they store the length of the structure/binary data for each “entry”.Īs Sean alluded to, this is a painstaking process to do without any information about the file format. Given that there appears to be some structure to the file (repeating instances of file names and entity names/types), you can add up the number of bytes between those file name entries, then look for that value somewhere near the filenames. But, even in this case, there are things you can look for. That further presupposes that there aren't any absolute offset values in the file that may become invalid if the string lengths are not exactly the same. That, of course, presumes that those are references to external files, and not just a header for in-line file contents (think a packfile where the data for each file is preceded by its filename). In your particular case, it does appear that there is some human-readable string data you might be able to alter, providing the mechanisms are in place in the game to find external/new files. unsigned, and the aforementioned endianness. And there is lots of nuance to that as well 16-bit versus 32-bit values, float vs. Then you could try changing that value in the file and see if it reflects in the game. For instance, if you have a file that is the data for an entity, and you know in game that entity has a hitpoint value of 1500, then you might look for the hex value 05DC in the file (or potentially the value DC05, depending on endianness). ![]() To expand on what Sean is saying, the way one typically goes about decoding a game's custom file format is to open it in a hex editor, and start inspecting values and trying to find values that map to known values in the game. Basically, all those funny-looking characters you're seeing are what your text editor is interpreting a bunch of numeric values as in some arbitrary 8-bit text encoding a hex editor will let you easily just see the actual numeric values in various representations and possibly help you make sense of what they represent. Tools like a hex editor will certainly be invaluable in trying to being able to inspect and poke around in the file and make sense of things, but a hex editor certainly won't just magically make the binary structure known. If the game is popular or already has some existing mods, that's probably the case. Your best hope for casual modding would be that someone else has already documented the format or written decoding tools. That can be a rather time-consuming process and tends to require a lot of experience and expertise in the domain. If the format isn't a well-known/documented format, you'll have to reverse engineer the format on your own. In general though, yes it is possible to modify these files meaningfully, but you'll have to understand the general binary format. ![]() (We don't know what game or engine this is, so we can't tell you if those exist yet or not.) There aren't necessarily tools that will “Just Work” to decode the file, unless it's in some well-known format or someone else has already written custom tools for decoding that game's files.
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