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 Post subject: Dragon Ball Raging Blast
PostPosted: Mon Jan 11, 2010 11:08 pm 
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Hello All,
Looking for a little bit of help i suck at compression methods, heh. i am currently only assuming the data is compressed given the information i see in the file, but i could be wrong. Any help figuring things out would be appreciated. Also if you know of any good resources or tips on picking out compression methods, that would be useful.

Thanks in advance.

Code:
struct STPZ_HEADER // appears to be big endian
{
   uint32 fileTag; // "STPZ"
   uint32 unknown0x04;
   uint32 unknown0x08;
   uint32 unknown0x0C;
};

struct _0DCS_HEADER // appears to be little endian
{
   uint32 fileTag; // "0DCS"
   uint32 uncompressedSize;
   uint32 compressedSize; // size of section? - includes this header
   uint32 unknown0x0C; // maximum uncompressed block size? - have not seen '0LCS' sections bigger than this size, but not sure if this is related
};

struct _0LCS_HEADER // appears to be little endian
{
   uint32 fileTag; // "0LCS"
   uint32 uncompressedSize;
   uint32 compressedSize; // size of section? - includes this header
   uint32 unknown0x0C;
};


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 Post subject: Re: Dragon Ball Raging Blast
PostPosted: Fri Dec 10, 2010 3:22 pm 
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Hmm, sorry for bringing back up an old topic but have you had any luck with this so far? I've been trying at it and had no luck since all the files names are the same within them. But when I look at it in Hex Editor I can see they have other files compressed within there.

I just can't figure out the main compressed file. Since they have no name to it. Just be labeled like b file or something like that.


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 Post subject: Re: Dragon Ball Raging Blast
PostPosted: Wed Mar 23, 2011 4:01 am 
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Well,...i finally found the initial compression method. Seems to work so far, through will have to test more and ensure that this is the only method used. The algorithm is so simple i am somewhat embarrassed it took me so long to find it. Hopefully everything will pan out and the rest of the internal formats will soon follow.

More information to come soon hopefully.


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 Post subject: Re: Dragon Ball Raging Blast
PostPosted: Thu Mar 24, 2011 3:14 pm 
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Awesome can't wait to see what will come of this.


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 Post subject: Re: Dragon Ball Raging Blast
PostPosted: Tue Jun 21, 2011 10:58 am 
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Image

Few more tests to run, and a number of bms scripts to write, and hopefully you all should be able to play around with things on your own, heh.


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 Post subject: Re: Dragon Ball Raging Blast
PostPosted: Tue Jun 21, 2011 11:07 am 
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revelation wrote:
Image

Few more tests to run, and a number of bms scripts to write, and hopefully you all should be able to play around with things on your own, heh.



Holy cow,you're doing one hell of a work here
Awesome revelation
You deserve tons of cookie,is it possible for you to create FF7 Dirge of cerberus plugin for noesis


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 Post subject: Re: Dragon Ball Raging Blast
PostPosted: Tue Jun 21, 2011 11:39 am 
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jaden wrote:
Holy cow,you're doing one hell of a work here
Awesome revelation
You deserve tons of cookie,is it possible for you to create FF7 Dirge of cerberus plugin for noesis


Don't know if i still have any files from that game to test with. i know i posted a start to a template in the thread, and from what i remember the format uses ps2 vif tags which i partially explain in a different thread. Can't remember how far i got initially, but i guess i can take a look again once i get access to the files again. Depends on how much effort it would take whether or not i would finish it before any of the other formats i am working on though. But i do plan to get back to a large number of formats that use the vif tags internally.


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 Post subject: Re: Dragon Ball Raging Blast
PostPosted: Tue Jun 21, 2011 2:58 pm 
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revelation wrote:
jaden wrote:
Holy cow,you're doing one hell of a work here
Awesome revelation
You deserve tons of cookie,is it possible for you to create FF7 Dirge of cerberus plugin for noesis


Don't know if i still have any files from that game to test with. i know i posted a start to a template in the thread, and from what i remember the format uses ps2 vif tags which i partially explain in a different thread. Can't remember how far i got initially, but i guess i can take a look again once i get access to the files again. Depends on how much effort it would take whether or not i would finish it before any of the other formats i am working on though. But i do plan to get back to a large number of formats that use the vif tags internally.



Woo hoo so there's a chance that you're gonna make the plugin for FF7 Dirge of cerberus
I really hope that you're gonna complete the plugin
Thanks a lot for your reply bro
Keep up your heavenly work revelation
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 Post subject: Re: Dragon Ball Raging Blast
PostPosted: Wed Jun 22, 2011 5:08 am 
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Awesome work thus far man, have you tested with both PS3 and 360 or just PS3 files? Either way nice work can't wait to see this done! :)


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 Post subject: Re: Dragon Ball Raging Blast
PostPosted: Thu Jun 30, 2011 8:50 pm 
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Wow very nice. I'm intrested in RB models. How it is going? Will you share us the the scripts here if you are ready?:)


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 Post subject: Re: Dragon Ball Raging Blast
PostPosted: Fri Jul 01, 2011 10:45 am 
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Wow! This is awesome! I'm very surprised by this! Keep up the good work!!! Hopefully, we will get a nice importer soon! :D


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 Post subject: Re: Dragon Ball Raging Blast
PostPosted: Wed Aug 17, 2011 11:37 pm 
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any updates?


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 Post subject: Re: Dragon Ball Raging Blast
PostPosted: Fri Sep 16, 2011 2:54 pm 
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Have you completed this plugin revelation ??
If the dragon ball plugin for noesis already in complete condition,would you mind sharing it with us thanks a lot :wink: :wink:


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 Post subject: [plugin] Dragon Ball Raging Blast
PostPosted: Sun Oct 23, 2011 6:08 pm 
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http://forum.xentax.com/viewtopic.php?p=61219#p61219


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 Post subject: Re: Dragon Ball Raging Blast
PostPosted: Tue Oct 25, 2011 1:04 pm 
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I've been trying with these 3 files I have them all in the same directory. Unless I'm supposed to do something completely different with them. I'm not quite sure, I read what you said in there and found the vram and the ioram files for the same spr file.

000_goku_0_1p_X360.vram
000_goku_0_1p_X360.spr
000_goku_0_1p_X360.ioram

These files weren't in and order the were just extracted from the afsd of the directory root to it didn't have no _v _m _i folders that related to those files I believe. I mean yes they are there but how would these files apply to them? like I get folders like effect_blast_chara_000_00_i
effect_blast_chara_000_00_m effect_blast_chara_000_00_v for folders and continues going on like that.

But when I click on to do the spr file says file could not be previewed, so I know I must be doing something wrong in these steps. Unless the 360 models just do not work.

I suppose I just need more clarification on what to do. But still awesome that you did this.

Edit: Nevermind I found out that its because I had the 360 Version instead of PS3 Version. My bad.


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