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  3. 提取文本有乱码

提取文本有乱码

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  • H Offline
    H Offline
    haihuijiaba
    wrote on last edited by
    #1

    971ef580-c336-473e-9cf0-633676d4b61a-image.png
    提取文本有一部分正常,大概一半左右剩余都是这种乱码,有解决的方法吗?

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    • 鬼 Offline
      鬼 Offline
      鬼才琪露诺
      wrote on last edited by
      #2

      这种没办法解决 是 "某些文本提取方式的负面影响"

      W 1 Reply Last reply
      • 鬼 鬼才琪露诺

        这种没办法解决 是 "某些文本提取方式的负面影响"

        W Offline
        W Offline
        whiitels
        wrote on last edited by
        #3

        @鬼才琪露诺 存在同样的问题, 或许可以尝试 zlib 解压缩还原为原始文本

        鬼 1 Reply Last reply
        • W whiitels

          @鬼才琪露诺 存在同样的问题, 或许可以尝试 zlib 解压缩还原为原始文本

          鬼 Offline
          鬼 Offline
          鬼才琪露诺
          wrote on last edited by
          #4

          @whiitels 是的,有这种手段
          但是不解压的也要尝试一次 然后就留这了。。
          啥都试试 然后乱码就来了

          W 1 Reply Last reply
          • 鬼 鬼才琪露诺

            @whiitels 是的,有这种手段
            但是不解压的也要尝试一次 然后就留这了。。
            啥都试试 然后乱码就来了

            W Offline
            W Offline
            whiitels
            wrote on last edited by
            #5

            @鬼才琪露诺 我不了解 vx ace 游戏的文件结构, 但理论上不是可以通过 x\u009c 的 78 9C 魔数判断是否需要解压吗

            W 1 Reply Last reply
            • W whiitels

              @鬼才琪露诺 我不了解 vx ace 游戏的文件结构, 但理论上不是可以通过 x\u009c 的 78 9C 魔数判断是否需要解压吗

              W Offline
              W Offline
              whiitels
              wrote on last edited by
              #6

              就算是引擎混用了多个压缩级别也可以尝试通过匹配纯文本中极罕见的控制字节 + 解压测试的方式过滤出 zlib 字节流, 然后可以在导出游戏文本的同时生成一张副表保存所有加载时需要 zlib 压缩的键, 或者干脆不要导出这些二进制内容

              要是实现起来确实太麻烦那就算了, 翻译的时候改一下过滤脚本也能用

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