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Hacking font size (static value)

 
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Evi1d33d
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PostPosted: Fri Sep 07, 2007 12:42 pm    Post subject: Hacking font size (static value) Reply with quote

Hi, me and my team is working on translating a Japanese game into English. We were able to edit the script file to change the dialog into English. But the original Japanese font is really big and long English sentences will run off the screen.

So is there anyway to find the address of the value that controls the font size? The value doesn't change so it's a real pain to find it. Is it even possible?

PS:It's not using DMA.
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Toxic Lullaby
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PostPosted: Fri Sep 07, 2007 2:56 pm    Post subject: Reply with quote

1. Yes, it is possible.
2. What game?
Some times it depends on the game/game type how you would go about finding it.
Since some games store the font size in external files, while others store the size in the exe itself.
That's why I'm asking, and because it's part of the rules for General Gamehacking.

Quote:
2. Game/Application name *This is a problem for some.

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Evi1d33d
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PostPosted: Fri Sep 07, 2007 8:58 pm    Post subject: Reply with quote

The game is called "School Days", the save name and backlog font size are stored in a xml file but the subtitle font size config itself is nowhere to be found...
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Toxic Lullaby
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PostPosted: Fri Sep 07, 2007 10:14 pm    Post subject: Reply with quote

Evi1d33d wrote:
The game is called "School Days", the save name and backlog font size are stored in a xml file but the subtitle font size config itself is nowhere to be found...

Oh that game... Confused

You're not going to be able to find the font size with Cheat Engine [obviously].
But the size can be changed in at least two ways I know of.
1. Hex Editing
2. DLL Injection.

I had to help a friend long ago with the same thing.
He couldn't find a file that held the font size either, so he used DLL Injection.

I asked him just before posting this, and apparently he started following a Guide on translating School Days.
He gave me a link to the English guide for you.
[Eng] How to translate School Days using AGTH to hook DLL in real-time (Overflow)

I know you already translated the text, but look at the method there.
If you notice you can use AGTH to set different display methods for text.
Use the one that works best with the English Encoding you are using [EngUS/EngUK].
I hope this helps.

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Evi1d33d
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PostPosted: Sat Sep 08, 2007 9:35 pm    Post subject: Reply with quote

Thanks for the help but we want to alter the ingame subtitle so using AGTH is out of the question.

I tried hex editing but I couldn't really make sense of all the random codes in the game files.

DLL injection probably won't do much good if I don't know how the original game engine works.
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Toxic Lullaby
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PostPosted: Sat Sep 08, 2007 10:12 pm    Post subject: Reply with quote

Evi1d33d wrote:
Thanks for the help but we want to alter the ingame subtitle so using AGTH is out of the question.

I tried hex editing but I couldn't really make sense of all the random codes in the game files.

DLL injection probably won't do much good if I don't know how the original game engine works.

I didn't mean you should use it to do the work.
I meant that you should use it to find the display method that works the best with English text.
[Sorry for confusing you, my English isn't very good]
My friend used that method to find the best display for Korean.
Why he did that, is because when decrypted, the font-size was still virtually impossible to find to him.
So instead of changing the font size, he altered the display method.

Hex Editing won't help you much unless:
1. You decrypt it.
or
2. You know what you're hex-editing.
You'll also encounter problems with the decrypted text in some hex-editors.
There are a lot of hex editors that, even with downloaded support, fail to properly display Asian charactersets.
Especially if your OS language is western.

I'm sure some one in your group should have an idea, or you didn't try to reverse it at all?
Confused

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Acim
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PostPosted: Sun Sep 09, 2007 3:32 pm    Post subject: Reply with quote

Why dont u try hex editing?
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I'm alive and well, but I quit CEF for a while. Legitly playing since Novemberish 07. Starting hacking October 06.
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Evi1d33d
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PostPosted: Sun Sep 09, 2007 7:19 pm    Post subject: Reply with quote

I was able to disassemble the game files using IDA and RecStudio but I don't really understand all the call, mov, push, eax, esx stuff.

I have taken C++ classes but it didn't really help me figuring all these codes out. Can you guys suggest any guides and tutorials on these eax,esx stuff?
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Evi1d33d
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PostPosted: Sun Sep 09, 2007 9:07 pm    Post subject: Reply with quote

x0r wrote:
If the game was coded using some GDI components (for simple BLTing, font creation, etc) then you should hook gdi32.CreateFont but if the game was coded using DirectX then I suggest you hook D3DXCreateFont to meet your needs, these are the two main font preparation APIs used so you'll probably get a hit.

Sorry I couldn't be too specific, couldn't find any technical data on this game Razz

Thanks for the reply, do I just use CE to hook on to these processes?

The game engine is using MultiByteToWideChar and DirectX.
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