hướng dẫn việt hóa Prototype (2009) – (Text and Font Tool)

Simple Python/EXE tool for exporting and importing the English text of Prototype (2009) PC.
It exports the game text into one editable TXT file, then imports the edited text and fonts folder back by rebuilding and patching the original English game archives directly.

Usage:
Place the tool in the game root folder, next to the game EXE and the .rcf archives
First run exports: Prototype1_Text.txt
First run also exports GFX/font files to: Prototype1_Fonts
Translate Prototype1_Text.txt line by line
Do not add, delete, merge or reorder lines
Keep all tags/placeholders unchanged, for example: %0:BUTTON03, %1:STRING, %1:NUMBER, \n
Second run imports Prototype1_Text.txt and patches the needed .rcf archives
If Prototype1_Fonts exists, the tool also imports the modified .gfx files back into the correct .rcf archives
Backups are created automatically in: Prototype1_TextTool_Backup

Font/GFX usage:
Font/GFX files are exported to: Prototype1_Fonts
The files keep their archive/internal folder structure, for example: Prototype1_Fonts\art.rcf\art\hud\fonts_latin.gfx
To import modified font files, keep the same folder structure and run the tool again
The tool will rebuild the affected .rcf archive and inject the modified .gfx files
For normal font replacement/editing, it is probably enough to modify fonts_latin.gfx
Other possible font-related files are: gfxfontlib.gfx, basicfont.gfx, advfont.gfx, fontexport.gfx, scrollingtext.gfx
In most cases, start with fonts_latin.gfx first
Use JPEXS Free Flash Decompiler / FFDec for opening and editing .gfx files: https://github.com/jindrapetrik/jpexs-decompiler
.gfx files are Scaleform GFx / Flash-based UI files, so many of them are UI screens, images or HUD elements, not actual fonts
Do not edit every exported .gfx file blindly
Small files like A01.gfx, M61.gfx, P01.gfx, U01.gfx, etc. are usually small UI/image/texture reference assets and are not normally needed for font editing

Tech infos:
RCF magic: ATG CORE CEMENT LIBRARY
RCF version: 2.1
RCF archives use an entry table with hash, offset and size values
RCF metadata stores internal file names and alignment values
P3D files use Pure3D-style chunk data
P3D root magic: 0xFF443350
TextBible table chunk: 0x00018202
TextBible data chunk: 0x00018201
Many .p3d.rz files are RZ-wrapped zlib-compressed P3D files
Audio subtitles are stored in P3D AudioDialogueSubtitle chunks with language blocks
NIS/cinematic subtitles are stored in art\nis*.p3d.rz files as TextBible data
WOI/movie subtitles are stored in movies and woi RCF archives as TextBible data

Important archives:
art.rcf: UI TextBible, HUD text, tutorial text, NIS/cinematic subtitles, GFX/font files
00audio.rcf: many gameplay voice subtitles
01audio.rcf: additional gameplay/dialogue subtitles
movies.rcf: movie/FMV subtitle data
00woi.rcf / 01woi.rcf / 02woi.rcf / 03woi.rcf: Web of Intrigue subtitle/text data
scripts.rcf: scripts and credits files, currently not the main text source

Note:
(The EXE is a standalone Python program compiled with PyInstaller. It does not contain any virus or malicious code. However, because PyInstaller packs Python, required libraries, and the script into a single executable, some antivirus programs or VirusTotal may report false positives. If you do not trust the EXE, use the original Python script instead, inspect the source code yourself, or build the EXE on your own machine.)

Source: Noob – ResHax

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