一个游戏的汉化实例
wc.style = 0;
wc.lpfnWndProc = WinProc;
wc.cbClsExtra = 0;
wc.cbWndExtra = 0;
wc.hInstance = hInstance;
wc.hIcon = LoadIcon (hInstance, IDI_APPLICATION);
wc.hCursor = LoadCursor (NULL, IDC_ARROW);
wc.hbrBackground = (HBRUSH) GetStockObject (BLACK_BRUSH);
wc.lpszMenuName = NULL;
wc.lpszClassName = "dxHello";
//注册窗口类
RegisterClass (&wc);
//创立主窗口
hwnd = CreateWindowEx (0, "dxHello", "", WS_CAPTION | WS_SYSMENU | WS_MINIMIZEBOX | WS_OVERLAPPED, 0, 0, MAXWIDTH + (GSM_CXBORDER << 1), //注意这里
MAXHEIGHT + GSM_CAPTION + (GSM_CYBORDER << 1), //注意这里
NULL, NULL, hInstance, NULL);
if (!hwnd)
return FALSE;
ShowWindow (hwnd, nCmdShow);
UpdateWindow (hwnd);
return TRUE;
}
//--------------------------------------------------
//函数:WinProc()
//功效:处置惩罚主窗口消息
//--------------------------------------------------
LRESULT CALLBACK
WinProc (HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam)
{
switch (message)
{
case WM_ACTIVATEAPP:
bActive = wParam;
break;
case WM_KEYDOWN: //击键消息
switch (wParam)
{
case VK_ESCAPE:
PostMessage (hWnd, WM_CLOSE, 0, 0);
break;
}
break;
case WM_SETCURSOR:
SetCursor (NULL);
return TRUE;
case WM_DESTROY: //加入消息
FreeDDraw ();
DeleteObject (hfont);
PostQuitMessage (0);
break;
}
//调用缺省消息处置惩罚历程
return DefWindowProc (hWnd, message, wParam, lParam);
}
//----------------------------------------------------------------
//函数: InitDDraw()
//功效: 初始化DirectDraw环境并完成其功效.包括:创立DirectDraw对象,
//设置显示形式,创立主表面
//----------------------------------------------------------------
bool
InitDDraw (void)
{
DDSURFACEDESC2 ddsd; //表面形貌
//创立DirectDraw对象
if (DirectDrawCreateEx (NULL, (void **) &lpDD, IID_IDirectDraw7, NULL) !=
DD_OK)
return FALSE;
//设置窗口形式
if (lpDD->SetCooperativeLevel (hwnd, DDSCL_NORMAL) != DD_OK)
return FALSE;
//添补主表面信息
ZeroMemory (&ddsd, sizeof (ddsd));
ddsd.dwSize = sizeof (ddsd);
ddsd.dwFlags = DDSD_CAPS; // | DDSD_BACKBUFFERCOUNT;
ddsd.ddsCaps.dwCaps = DDSCAPS_PRIMARYSURFACE; // | DDSCAPS_FLIP | DDSCAPS_COMPLEX;
//创立主表面临象
if (lpDD->CreateSurface (&ddsd, &lpDDSPrimary, NULL) != DD_OK)
return FALSE;
LPDIRECTDRAWCLIPPER lpclip;
lpDD->CreateClipper (NULL, &lpclip, NULL);
lpDDSPrimary->SetClipper (lpclip);
lpclip->SetHWnd (NULL, hwnd);
lpclip->Release ();
ZeroMemory (&ddsd, sizeof (ddsd));
ddsd.dwSize = sizeof (ddsd);
ddsd.dwFlags = DDSD_CAPS | DDSD_WIDTH | DDSD_HEIGHT;
ddsd.ddsCaps.dwCaps =
DDSCAPS_OFFSCREENPLAIN | DDSCAPS_VIDEOMEMORY | DDSCAPS_LOCALVIDMEM;
ddsd.dwWidth = MAXWIDTH;
ddsd.dwHeight = MAXHEIGHT;
//创立后表面临象
if (lpDD->CreateSurface (&ddsd, &lpDDSBack, NULL) != DD_OK)
return FALSE;
return TRUE;
}
//-------------------------------------------------------
//函数:FreeDDraw()
//功效:开释全部的DirectDraw对象
//-------------------------------------------------------
void
FreeDDraw (void)
{
if (lpDD != NULL)
{
if (lpDDSPrimary != NULL)
{
lpDDSPrimary->Release ();
lpDDSPrimary = NULL;
}
lpDD->Release ();
lpDD = NULL;
}
}
void
_TextOut (int x, int y, char *string, COLORREF color)
{
HDC hdc;
if (lpDDSBack->GetDC (&hdc) == DD_OK)
{
SelectObject (hdc, hfont);
SetBkMode (hdc, TRANSPARENT);
SetTextColor (hdc, color);
TextOut (hdc, x, y, string, lstrlen (string));
lpDDSBack->ReleaseDC (hdc);
}
}
//-------------------------------------------------------
//函数:MainLoop()
//功效:游戏主循环
//-------------------------------------------------------
void
MainLoop (void)
{
//后台缓冲表面上的操纵
HDC hdc;
RECT rect; //这个是主表面的地区
RECT rectback = { 0, 0, MAXWIDTH, MAXHEIGHT};; //这个是次表面的地区
if (lpDDSBack->GetDC (&hdc) == DD_OK)
{
//清屏
GetWindowRect (hwnd, &rect); //取得整个窗口地区
rect.left += GSM_CXBORDER; //修正到主表面地区
rect.top += GSM_CAPTION + GSM_CYBORDER;
rect.right -= GSM_CXBORDER;
rect.bottom -= GSM_CYBORDER;
FillRect (hdc, &rectback, (HBRUSH) GetStockObject (BLACK_BRUSH));
lpDDSBack->ReleaseDC (hdc);
}
_TextOut (220, 200, szMsg1, RGB (0xf0, 0xf0, 0xf0));
_TextOut (220, 220, szMsg2, RGB (0, 255, 0));
lpDDSPrimary->Blt (&rect, lpDDSBack, &rectback, DDBLT_WAIT, NULL);
}
--------------------------------------------------------------------------------
编译后,把_TextOut的汇编代码植入游戏(可用ODBG的二进制复制粘贴功效),并修改相关的api调用。
其中int x, int y, char *string, COLORREF color,lpDDSBack都已经阐发出,而hfont需要在游戏开
始时用CreateFontA创立,偷偷生存在数据段的末尾,竣事前用DeleteObject析构。
代码:--------------------------------------------------------------------------------
04634300 51 push ecx ; _TextOut
04634301 A1 54840F04 mov eax,dword ptr ds:[40F8454]
04634306 8B08 mov ecx,dword ptr ds:[eax]
04634308 8D1424 lea edx,dword ptr ss:[esp]
0463430B 52 push edx
0463430C 50 push eax
0463430D FF51 44 call dword ptr ds:[ecx+44] ; BackSurface->GetDC
04634310 85C0 test eax,eax
04634312 75 61 jnz short war_in_t.04634375
04634314 A1 FC1F6204 mov eax,dword ptr ds:[4621FFC] ; hfont
04634319 8B0C24 mov ecx,dword ptr ss:[esp]
0463431C 56 push esi
0463431D 50 push eax
0463431E 51 push ecx
0463431F FF15 34105B00 call dword ptr ds:[<&GDI32.SelectObject>] ; GDI32.SelectObject
04634325 8B5424 04 mov edx,dword ptr ss:[esp+4]
04634329 6A 01 push 1
0463432B 52 push edx
0463432C FF15 E4806304 call dword ptr ds:[<&GDI32.SetBkMode>] ; GDI32.SetBkMode
04634332 8B4424 18 mov eax,dword ptr ss:[esp+18]
04634336 8B4C24 04 mov ecx,dword ptr ss:[esp+4]
0463433A 50 push eax
0463433B 51 push ecx
0463433C FF15 4C105B00 call dword ptr ds:[<&GDI32.SetTextColor>] ; GDI32.SetTextColor
04634342 8B7424 14 mov esi,dword ptr ss:[esp+14]
04634346 56 push esi
04634347 FF15 2C115B00 call dword ptr ds:[<&KERNEL32.lstrlenA>] ; KERNEL32.lstrlenA
0463434D 8B5424 10 mov edx,dword ptr ss:[esp+10]
04634351 8B4C24 04 mov ecx,dword ptr ss:[esp+4]
04634355 50 push eax
04634356 8B4424 10 mov eax,dword ptr ss:[esp+10]
0463435A 56 push esi
0463435B 52 push edx
0463435C 50 push eax
0463435D 51 push ecx
0463435E FF15 50105B00 call dword ptr ds:[<&GDI32.TextOutA>] ; GDI32.TextOutA
04634364 8B4C24 04 mov ecx,dword ptr ss:[esp+4]
04634368 A1 54840F04 mov eax,dword ptr ds:[40F8454]
0463436D 8B10 mov edx,dword ptr ds:[eax]
0463436F 51 push ecx
04634370 50 push eax
04634371 FF52 68 call dword ptr ds:[edx+68] ; BackSurface->ReleaseDC
04634374 5E pop esi
04634375 59 pop ecx
04634376 C3 retn
--------------------------------------------------------------------------------
然后修改原来的字符串输出函数:
代码:--------------------------------------------------------------------------------
0057E5E0 - E9 9B5A0B04 jmp war_in_t.04634080 ; 原: mov eax, dword ptr ds:[4605D10]
--------------------------------------------------------------------------------
跳到这里,调用我们本身的_TextOut:
代码:--------------------------------------------------------------------------------
04634080 8B0D 080B0E04 mov ecx,dword ptr ds:[40E0B08]
04634086 FF71 10 push dword ptr ds:[ecx+10] ; 颜色
04634089 FF7424 10 push dword ptr ss:[esp+10] ; 字符串
0463408D FF7424 10 push dword ptr ss:[esp+10] ; y
04634091 FF7424 10 push dword ptr ss:[esp+10] ; x
04634095 E8 66020000 call war_in_t.04634300 ; _TextOut
0463409A 83C4 10 add esp,10
0463409D C3 retn
--------------------------------------------------------------------------------
至此,游戏已能正常显示中文。
- 文章作者: 福州军威计算机技术有限公司
军威网络是福州最专业的电脑维修公司,专业承接福州电脑维修、上门维修、IT外包、企业电脑包年维护、局域网网络布线、网吧承包等相关维修服务。
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