mugenattack
Kaioken

Addicted to another game.
Posts: 160
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Post by mugenattack on Jul 27, 2015 0:50:07 GMT
well, after looking at the .msg file i am understanding its setup. i may be able to write a converter like i did with avatar_growth_data.agd
I will explain how the file works here.
first 4 bytes are used to tell its a msg file. (00 00 00 00)
the 4 bytes after is an number ID given to the file. this starts at address of (00 00 00 04)
the next bytes (00 00 00 08) is a count of how many items in the first set of texts.
after that (00 00 00 0C) this is the start address of the first set of text info telling where the text located and how many characters.
(00 00 00 10) is location of msg IDs. this address is in big endian format.
(00 00 00 14) this is the second set of text but it gives where the address of the character info is. this address is in big endian format.
(00 00 00 18) this is the second set amount like first it tell how many is in the list.
(00 00 00 1C) start address of where the info for where the character address is and how many characters are in it. this address is in big endian format.
this is what i know about the msg file. heck i can create a decryptor probably now that i figured all this out. yep, expect tool for making msg files easier to edit in the future.
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mugenattack
Kaioken

Addicted to another game.
Posts: 160
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Post by mugenattack on Jul 28, 2015 0:34:17 GMT
it seems the msg files have a 256 character limit on something. to solve this it has you split them into 2 sections. so naming a skill or z-soul has a limit of 256 including the spaces when putting in file. to solve this you split it into 2 locations.
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mugenattack
Kaioken

Addicted to another game.
Posts: 160
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Post by mugenattack on Aug 11, 2015 23:58:00 GMT
new finding the char data is in unicode format so its possible to add other languages like japanese, chinese and possibly greek.
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mugenattack
Kaioken

Addicted to another game.
Posts: 160
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Post by mugenattack on Aug 14, 2015 23:13:12 GMT
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