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xbtool's Issues

Unable to edit Boolean Values in XC2 common.bdat

Some tables have a bunch of Boolean values that the editor just displays as the word "Flag". The editor wont let you change them. For example, at the far right side of the table for Driver Arts, there are a bunch of Boolean values for "SArmour", "Normal" and "NoRepelled", which I can sort of guess what they all are. Is it possible to enable editing of these?

Exception while unpacking bf2.ard

When running mono XbTool.exe -g xb2 -t ExtractArchive -a bf2.arh bf2ard -o unpacked on Arch Linux mono version 5.14

System.IndexOutOfRangeException: Index was outside the bounds of the array.
  at XbTool.Xb2.FileArchive.DecryptArh (System.Byte[] file) [0x0007a] in <616d784149e34f5fbefbd91d3c1169f8>:0
  at XbTool.Xb2.FileArchive..ctor (System.String headerFilename, System.String dataFilename) [0x00051] in <616d784149e34f5fbefbd91d3c1169f8>:0
  at XbTool.Tasks.ExtractArchive (XbTool.Options options) [0x00025] in <616d784149e34f5fbefbd91d3c1169f8>:0
  at XbTool.Tasks.RunTask (XbTool.Options options) [0x00074] in <616d784149e34f5fbefbd91d3c1169f8>:0
  at XbTool.Program.Main (System.String[] args) [0x00012] in <616d784149e34f5fbefbd91d3c1169f8>:0
[ERROR] FATAL UNHANDLED EXCEPTION: System.IndexOutOfRangeException: Index was outside the bounds of the array.
  at XbTool.Xb2.FileArchive.DecryptArh (System.Byte[] file) [0x0007a] in <616d784149e34f5fbefbd91d3c1169f8>:0
  at XbTool.Xb2.FileArchive..ctor (System.String headerFilename, System.String dataFilename) [0x00051] in <616d784149e34f5fbefbd91d3c1169f8>:0
  at XbTool.Tasks.ExtractArchive (XbTool.Options options) [0x00025] in <616d784149e34f5fbefbd91d3c1169f8>:0
  at XbTool.Tasks.RunTask (XbTool.Options options) [0x00074] in <616d784149e34f5fbefbd91d3c1169f8>:0
  at XbTool.Program.Main (System.String[] args) [0x00012] in <616d784149e34f5fbefbd91d3c1169f8>:0```

BdatEditor export and import files

Is it possible for BdatEditor to export and import files with texts?

It would be easier to use Omegat for localization in my language.

The game has thousands of files with texts.
If .bdat has a file and I don't select it before using "View Table" the editor closes.
If you have a file it should open or not open at all. A simple bug.

Xenoblade 2 BDAT index now 404s

I don't even quite know how to begin this, but thanks for all your efforts. The information you've dug up is really interesting and I've been using it extensively for the the past few weeks ever since I came across it.

It seems now that the whole directory (https://thealexbarney.github.io/xenoblade2-data/bdat/index.html) is missing. That might have been intentional on your part since at the time of writing, you were online a few hours ago and this is only a recent development. You can tell how much I value your work when I start panicking and make an account just to contact you over this, but I don't think I've ever seen material this extensive.

Anyway, thanks for this (and especially thanks for the Xenoblade X work you've started doing recently; I was hoping something similar existed as guide books don't even compare to a data mine).

Xbtool load failed

I can't compile it.
I'm using VS2015 Community and when trying to load it, XbTool Project shows load failed and reloading cause this to show:
XbTool\XbTool.csproj : error : The default XML namespace of the project must be the MSBuild XML namespace. If the project is authored in the MSBuild 2003 format, please add xmlns="http://schemas.microsoft.com/developer/msbuild/2003" to the <Project> element. If the project has been authored in the old 1.0 or 1.2 format, please convert it to MSBuild 2003 format.

I need to install something additional?

Issues using XbTool on xb1de .bdat

Second Edit: So, I'm trying to use XbTool to extract the text from xb1de's bdat files, but I can't seem to get the command syntax to work. At first I was using the wrong game command, which I have since fixed (found via digging around in the code), but now I'm getting a new weird error about some dictionary key? "System.Collections.Generic.KeyNotFoundException: The given key was not present in the dictionary." I've tried to use the decryption feature, but it doesn't output anything, despite saying it was successful.

Isolated the cause of those issues, apparently since my files were from the updated version of the game, this program couldn't handle them. Made a fresh dump of the files without the update, solving that one. I'm now able to decrypt the .bdats, but none of the other output features work (eg. bdat2json).

Image of the terminal output with the new newer error attached below. dirs are relative to the .exe, same error with the full directory. the same error occurs on all other valid tasks bdat manupulation tasks as well.


Capture


I'm trying to get a dump of the Japanese text from this game (also xb2 if possible) into a single file for research purposes, and I'm at a dead end on actually extracting it from the bdats. The BdatEditor can open them just fine, but that doesn't appear to have a way to export anything, and it would be far too tedious to copy it all manually line-by-line. I'm open to other options for getting this, but I have no idea how to do it myself, and I couldn't find anything aside from this program on the internet.

Possibly something like what is mentioned in #22 and #18 could work?

Process for implementing replacing files in the XBC2 ard archive with larger sizes

I just found about this tool, and was interested in using it especially for replacing files in the XBC2 ard archive to do some reverse engineering on some parts of the game (mainly the Tiger Tiger minigame, which I have made a good amount of progress on), but found out that replacing any file with a bigger compressed size isn't implemented. I would maybe be interested in helping to add this, so do you know what would need to be done/how to go about doing it?

DecryptBdat doesn't decrypt (DE)

Hi,
i want to get the texts from DE which i believe are located in romfs\bdat\xx\script_msg_ms.bdat, so i used this command :
XbTool -g xb2 -t DecryptBdat -i script_msg_ms.bdat -o output.txt but the resulting output.txt is exactly the same as the input file despite it saying "Finished decrypting". I also tried -g xb1 and even xbx but it always does the same.
Does it not support de or is it a bug ? Thanks in advance !

Not unpacking whole archive - Xenoblade 2

From what I checked tool doesn't unpack whole content from Xenoblade 2
QuickBMS is unpacking every file, but filenames of those additional files are probably wrong
Those files have .motstm filetype (not .motstm_data)
This is from 2.0.2 version of game

SaveEditor cannot load file

I was looking for a tool to modify XB1 saves but after a successful build of SaveEditor, the buttons are ineffective (open, load, write) and the PE is not available in the release section.

Can you give me some directions please or update the release section ?
Thanks in advance

Build with VS 2019 on W7 32bits and W10 64bits, .net framework 4.6, .net core app 2.1/3

Request - ability to batch read and dump BDAT files as plaintext text files or CSVs

Hello! I have an idea. I hope I don't come off as rude, but I think it may be helpful to me and others.

I've noticed that many of the BDAT files in Xenoblade Chronicles 2 have non-displayed "ML:undisp" text that indicates stage directions. There are a LOT of these, and the game script is sorted into such a crazy number of files that it would be incredibly time-consuming to pull all of the instances of "ML:undisp" to see if there are any unused lines or interesting stage directions.

The BDAT viewer can pull the text, but it would be fantastic if it could batch convert BDAT files to plaintext or CSV files. That way I could run a grep program to pull for that undisplay tag and comb through all the instances of it manually.

Would these be something you could implement? Unfortunately, I have no knowledge of coding.

Thank you so much for all your hard work already!!

-Jordan

adlib

How to edit Arrays?

Sorry for opening another issue, but how does one edit fields that say "Array"? I wanted to edit the summon tables in BTL_Summon, but there doesnt seem to be separate controller field like with Flags.

The file is too long

When I try to extract xb2‘s ard and arh files,I used command:
XbTool -g xb2 -t ExtractArchive -a bf2.ard bf2.arh -o bf
It says'The file is too long.This operation is currently limited to supporting fiels less than 2 gigabytes in size.'

Generating a database as an output type

Looking at the tables you provide about the datamining, I would love to be able to see how it all relates to each-other in a SQL style database, specifically with XB2, where a lot of items seem to refer to each-other and it looks as if the game internally is using the "BDAT" file format you decrypt as if it were a relational database.

The reason for this is I would like to be able to build queries to determine groupings further than you can do with the basic tables that chrome gives you, such as filtering out all enemies that don't drop "LEGENDARY" items. Or only see enemies that spawn in a specific area. Or enemies that spawn under certain conditions, etc.

I'd love to see this as a feature, but I would understand why this would be incredibly difficult, as you'd have to manage foreign key support, seeing each table be generated and filled, etc. to properly be able to query it all. But considering how good the HTML stuff is about putting everything into table's, I would think it's do-able.

Thanks for your consideration of this (if at all).

question about ReplaceArchive

I have edited common.bdat, and I want to use it replace the original file,my code is
XbTool.exe -g xb2 -t ReplaceArchive -a bf2.arh bf2.ard -i common.bdat -o common.bdat

The first common.bdat is that I have edited,I think the second common.bdat is that the original file in
bf2.ard

This is my first contact with such tools, could you please tell me where the error is?

Thank you

Feature Request Wilay Xenoblade DE support

there is a new format that the tool cant make heads or tails of. it says in hex its a LAHD format i believe its the one its having throuble with. ive sent 2 samples allong just in case the other format had minor changes but doubth it
Image.zip

Font Xenoblade .wifnt

Hello, I'm currently trying to translate the xenoblade.
I don't know if you can guide me how to handle its font file (.wifnt). I'm pretty stuck with it at the moment.
So if yes, thank you very much for hard work.
font.zip

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