in any case if people want to do full translation. the first and second game uses CPK (criware) to store data. the images are stored in *.GIM image format. some have and don't have text in it..
the file also uses a *.bnd file that store JSON files and others. but these JSON files also store some texts outside of the images (*.GIM)
---Header -> fixed 16 bytes
Magic (int32):0x00444E42 (BND)
Version? (int32): must be a version value
Info Offset (int32): jumps to 0x10 (not a ideal name but just a made up one)
Table Offset (int32): jumps to 0x20 (table of contents area.)
--- Info Offset -> fixed 16 bytes
??? (int32): either this part is a table section size or an offset leads to the starting point of entry info.. or something, can't confirm
Chunks (int32): jumps to where all data is stored
Padding (8 bytes): probably used in game. so skipping it.
```
Tables Section (Table of Content/TOC) area [0x20]
--- Table Offset
Total files (int32): all files, excluding directories
Total entries (int32): all entries, including dirs
[
Hash (uint32): checksum value, crc32. used for both directory and filename (strings)
Entry Info Offset (int32): pointer to an entry info section
File Offset (int32)
File Size (int32)
]
--- Entry Info Offset
???: 3 bytes of unknown data
Entry Offset (int32): just a pointer back that goes to itself in the table section
Filename (char[]): read until null terminated (utf-8)
--- Reading Hash (sorting, useful on where to put files on extraction)
use crc32 checking to match directory + filename
? [directory string] + [filename string] + [entry hash value] = [result]
? bad result?, try to use other directory string until you find a match
- Thanks for edness from XeNTaX Discord for the help
in any case if people want to do full translation. the first and second game uses CPK (criware) to store data. the images are stored in *.GIM image format. some have and don't have text in it..
the file also uses a *.bnd file that store JSON files and others. but these JSON files also store some texts outside of the images (*.GIM)
---Header -> fixed 16 bytes
Magic (int32):0x00444E42 (BND)
Version? (int32): must be a version value
Info Offset (int32): jumps to 0x10 (not a ideal name but just a made up one)
Table Offset (int32): jumps to 0x20 (table of contents area.)
--- Info Offset -> fixed 16 bytes
??? (int32): either this part is a table section size or an offset leads to the starting point of entry info.. or something, can't confirm
Chunks (int32): jumps to where all data is stored
Padding (8 bytes): probably used in game. so skipping it.
```
Tables Section (Table of Content/TOC) area [0x20]
--- Table Offset
Total files (int32): all files, excluding directories
Total entries (int32): all entries, including dirs
[
Hash (uint32): checksum value, crc32. used for both directory and filename (strings)
Entry Info Offset (int32): pointer to an entry info section
File Offset (int32)
File Size (int32)
]
--- Entry Info Offset
???: 3 bytes of unknown data
Entry Offset (int32): just a pointer back that goes to itself in the table section
Filename (char[]): read until null terminated (utf-8)
--- Reading Hash (sorting, useful on where to put files on extraction)
use crc32 checking to match directory + filename
? [directory string] + [filename string] + [entry hash value] = [result]
? bad result?, try to use other directory string until you find a match
- Thanks for edness from XeNTaX Discord for the help
Hi and ye, i was tried to do a translation on the MK-2 game since someone from the XeNTaX discord make a JSON scrip to extract all the text from the files, and then realized that, like i said above, I couldnt translate the game fully since it will cut sentences because 1 line in japanese equals to 2 or more in english, so i dropped it.
Then someone else contacted me about and that person was doing something with the thing i did and create this.
A bit of off-topic, but im doing a texture pack for the MK-2 game since it have other tips(?) and images.
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