Ok, i agree that file is not identical to the one i posted but, try to follow me now.
E38383= small tu
this is all UTF-8 and till here no problems.
Now the game has different fonts, all different one from the other or at least in different graphical order....you agree??
Good if yes
Now, the game reads E382AC but he doen't know what to put on screen (see custom character encoding).
There must be somewhere in the game a place that connect that value to the corresponding graphic rappresentation (the correct tile)...agree??
Because of what you see in my pic and because we have so many fonts, it's natural to think that this connection is not far away from the text or the font.
I agree it's not on the same spot as the one i pointed out but it has to be there somewhere in some form....agree??
Now, usually this connection is in this format
encoding value > tile offset > (sometimes) width table values
but there are many ways to make this connection.
The one i was trying to make you see is the one in my last post:
if the game know where the encoding values start and where the tiles start, he need just to make connection 1 to 1
In my pic:
53 > tile 1 "S" (i don't know if it's really tile one or tile x but the concept it's the same)
50 > tile 2 "P"
30 > tile 3 "0"
So if my thinking is not completely wrong, if you would exchange that x53 with x50, you write in the file "SP0", you should get "PS0" on screen.
Now, back to cut scene:
last resort for you can be to say:
and so on.
Yes, i understand what you said before but you are wrong and the answer is in the next paragraph.
I don't have the knowledge about files structures and how that works. I am in the newcomer's section after all
There is no good school for this and there is not a formula X that will tell you how this work.
This is a good % of what make the difference between a good hacker and a bad hacker.
Actually it's not much different as finding the text pointers only that you are looking for size, offsets, numbers (counts) etc..
In your file as example:
FF 00 00 00 4 bytes Unknow (could be a flag of some kind example if the file is compressed or not)
09 00 00 00 4 bytes probably the number of pointers in this file
A0 00 00 00 4 bytes probably the first pointer in this file
38 00 00 00 4 bytes length of this text in bytes (including the terminal 00)
here start the interesting things
28 00 00 00 4 bytes
51 00 2 bytes
7D 00 2 bytes
All unknow but they really look like pointers as well, are they connected to font file somehow??
Or there is another file inside this pac??
Anyway it looks like you can expand this file as you want (or have place :p)
Just to teach you, not always the values are so clear like you see them here. Always remember that we human tend to start count from 1 but pc usually start from 0. Especially sizes are many times hidden behind a formula: as example, all text sizes in AAI2 are saved as:
saved size= (actually file size in bytes / 2) -1