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Kingdom Hearts Dream Drop Distance models/voices

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Devilot
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Re: Kingdom Hearts Dream Drop Distance models/voices

Post by Devilot » Sun Aug 31, 2014 8:08 am

holy crap! lemme see NOW!
Damn I need a hacked 3ds.. no emulator available now and besides, it wouldn't work...

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Re: Kingdom Hearts Dream Drop Distance models/voices

Post by MayBeePah » Fri Nov 14, 2014 12:24 pm

Is it alright if I can upload a few PMO (Model) files for people to try and reverse engineer, not all of them but just a few. Maybe other types of files as well? For people who can't decrypt 3ds games yet

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Re: Kingdom Hearts Dream Drop Distance models/voices

Post by Falo » Sat Nov 15, 2014 9:13 am

MayBeePah wrote:Is it alright if I can upload a few PMO (Model) files for people to try and reverse engineer, not all of them but just a few. Maybe other types of files as well? For people who can't decrypt 3ds games yet
Until someone figures out how to decompress them, it's pointless to post.

010 Editor *.rbin Template:

Code: Select all

//--------------------------------------
//--- 010 Editor v5.0.2 Binary Template
//
// File: Kingdom Hearts 3D *.rbin
// Author: Falo
//
//--------------------------------------
struct{
    char magic[4]; //"CRAR"
    ushort unk1; //version?
    ushort numFiles;
    uint szHeader; //or start of data
    uint reserved;
    char path[16]; //relative rbin source path

    struct ENTRY entry[numFiles]<optimize=false>;
}header;

struct ENTRY{
    local int FTemp, FTemp2;

    uint Hash; //should be filename hash
    FTemp2 = FTell(); //save name start pos
    int ofsName; 
    int Size:31;
    int IsCompressed:1;
    int Offset;

    FTemp = FTell(); //save file pos

    FSeek(FTemp2+ofsName); //goto name pos
    char Name[];

    FSeek(Offset); //goto data pos
    ubyte data[Size];

    FSeek(FTemp); //load file pos

    Printf("%s;0x%08X;%d;%d\n", Name, Offset, Size, IsCompressed);
};
As far as i can see, only *.l2d and *.pmo have the compression flag set.
The last 4 byte of compressed files is the decompressed size, like KH1/2 you need to read compressed files backwards.
It's not the same compression as KH1/2 but something similar.

Most of the game's files look like KHBBS, i guess every old BBS tool should work here.

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Re: Kingdom Hearts Dream Drop Distance models/voices

Post by chrrox » Sat Nov 15, 2014 2:00 pm

Its LZOlv compression
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Re: Kingdom Hearts Dream Drop Distance models/voices

Post by GovanifY » Sat Nov 15, 2014 7:12 pm

Wow, new replies.
Yup, DDD is using obviously LZovl compression on all PMOs files afaik, and the format isn't exactly the same than BBS, some mods in there. Textures are CTT files afaik, might be wrong.
all rbin files contains different folders of the game, it's just packed, not even compressed. Square ftw.
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Re: Kingdom Hearts Dream Drop Distance models/voices

Post by ultimaespio » Sat Nov 15, 2014 7:17 pm

Audio is using the bcstm format which can be played with vgmstream, so that's good. Voices are distorted though. The TXA files are just the same as in BBS I think, I managed to get some of Sora's facial expressions ripped from one with Yosh's BBS tools, but without the right palette and dimensions it was a little distorted.

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Re: Kingdom Hearts Dream Drop Distance models/voices

Post by GovanifY » Sat Nov 15, 2014 7:23 pm

Optionally I documented BCSAR format a while ago on 3dbrew (http://3dbrew.org/wiki/BCSAR) and made a tool for it. It contains all battle grunts and shits.
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Re: Kingdom Hearts Dream Drop Distance models/voices

Post by ultimaespio » Sat Nov 15, 2014 7:37 pm

With the latest vgmstream the cutscene voices are no longer distorted, I had an outdated version :)

Do you mind posting your bcsr tool? I'm interested in hearing the grunts without sound effects and bgm :P

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Re: Kingdom Hearts Dream Drop Distance models/voices

Post by GovanifY » Sat Nov 15, 2014 7:44 pm

Actually my HDD had some problems recently and I'm afraid that most of my DDD tools are losted for good :/(if you don't trust me watch my twitter) I'm repairing it atm, but no idea if I will ever be able to have it again. Anyways, documented a bit the format, so you should be able to make a lil' tool that will: parse STRG names, delete names present in the sound folder(contains a whole list, not only somnium.bcsar files) parse offset and size of file, extract.

EDIT: Devilot, if you're there, please post the outdated version I sended to you that can parse names.

EDIT2: Most of my DDD tools are definitely losted, you'll have to rely on Devilot for get the bcsar thingy, also it only parse names, I didn't implemented the extraction in this version. Sorry :/
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Re: Kingdom Hearts Dream Drop Distance models/voices

Post by Devilot » Sun Nov 16, 2014 10:43 am


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Re: Kingdom Hearts Dream Drop Distance models/voices

Post by GovanifY » Sun Nov 16, 2014 11:08 am

Yup, this is the first ever version of the BCSAR_TOOL I made that was able to parse names. You can get the source by using ILSpy.
As for others facts I may recreate some of my DDD tools, tho not now: don't really have that much time atm.

As for others things: BCSTM is just more or less a BCWAV file packed, which is REALLY similar to wave windows files. Think I can't send ya SDK tools or any other things tho the format is documented on 3dbrew: http://3dbrew.org/wiki/BCWAV

Also the DATA partition is in the same kind of windows wave files, so for make a tool: -> parse header, recreate wave header and parse DATA wave.

For the PMOs it's almost the same as BBS afaik w/ 2/3 things rearranged and 3ds texture format instead of TIM2(also, iirc, 8 or 16bpp direct color, got to check)
For CTD it's almost the same as BBS, you can hex edit them if you want to edit the text(YES, translations ARE possible)

For moflex files(pre-rendered videos) used in several 3ds games, those are mobiclip encoded videos, gl to everyone wanting to make a converter of this format.

That's more or less all I remember, don't have DDD on me so can't check further other formats. Just listed all I remembered about it.
Anyways gl for your lil' romhacking tests!
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Re: Kingdom Hearts Dream Drop Distance models/voices

Post by MayBeePah » Tue Nov 18, 2014 11:46 am

Does anyone still want me to upload decompressed PMOs, or is that not allowed?

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Re: Kingdom Hearts Dream Drop Distance models/voices

Post by MayBeePah » Mon Nov 24, 2014 8:28 am

This is the best I can do, I don't know how to get the right order of indices...
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Re: Kingdom Hearts Dream Drop Distance models/voices

Post by MayBeePah » Mon Nov 24, 2014 8:43 am

Another :)
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Re: Kingdom Hearts Dream Drop Distance models/voices

Post by Azurfan » Tue Nov 25, 2014 8:56 am

MayBeePah wrote:This is the best I can do, I don't know how to get the right order of indices...
This still looks very good though, maybe Falo can help.

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