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Dead or Alive series formats and tools

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kokuto
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Re: Dead or Alive series formats and tools

Post by kokuto » Tue Nov 05, 2013 11:23 pm

>2UC63@1S100@CL1H]71]B193681C10CE12PQ4C9N{R87181B
key: 1583CE
>BU263@1S100@CL1]61I]B193481D100CE12PQ4C9N{R87181B
key: 05E8845D

Darko
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Re: Dead or Alive series formats and tools

Post by Darko » Tue Nov 05, 2013 11:46 pm

kokuto wrote:>2UC63@1S100@CL1H]71]B193681C10CE12PQ4C9N{R87181B
key: 1583CE
>BU263@1S100@CL1]61I]B193481D100CE12PQ4C9N{R87181B
key: 05E8845D
How to aply that in the bms script :S
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peach4
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Re: Dead or Alive series formats and tools

Post by peach4 » Thu Nov 07, 2013 3:07 pm

Hi,
I'm having trouble extracting this file:
2T052@1S100@BH1H]]J18357110C75E1D1PQ007M{R65161H

which is:
HELENA_DLCU_003.TMC

From the School pack DLC.

Darko
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Re: Dead or Alive series formats and tools

Post by Darko » Thu Nov 07, 2013 7:11 pm

peach4 wrote:Hi,
I'm having trouble extracting this file:
2T052@1S100@BH1H]]J18357110C75E1D1PQ007M{R65161H

which is:
HELENA_DLCU_003.TMC

From the School pack DLC.
Try one of this bms scipts, I already extracted her:
You do not have the required permissions to view the files attached to this post.
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peach4
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Re: Dead or Alive series formats and tools

Post by peach4 » Fri Nov 08, 2013 5:33 am

omg thank you, I completely love you now.

Darko
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Re: Dead or Alive series formats and tools

Post by Darko » Fri Nov 08, 2013 5:59 am

peach4 wrote:omg thank you, I completely love you now.
Lol Love chrrox, He was the guy who made the 2 scripts and also the one who suggested to change some lines in both of them.
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Orodreth88
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Re: Dead or Alive series formats and tools

Post by Orodreth88 » Sun Nov 10, 2013 11:48 pm

I have problems with the hair from Rachel. I extracted the files with the scripts from chrrox. But when I open the files in Noesis or Blender, there is no mesh. Only the bones are visible.

Files:
2RCK3@1S100@DM121I]71103]C9331Q61G1DO0K0B931N{QF1J
BR2K3@1S100@DM121]61J212]D9331Q611G1DO0K0B931N{QF1J

Protocol X27
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Re: Dead or Alive series formats and tools

Post by Protocol X27 » Tue Nov 12, 2013 10:41 pm

kokuto wrote:>2UC63@1S100@CL1H]71]B193681C10CE12PQ4C9N{R87181B
key: 1583CE
>BU263@1S100@CL1]61I]B193481D100CE12PQ4C9N{R87181B
key: 05E8845D
Darko wrote:How to aply that in the bms script :S
Any progress or explanation available on this? I see where the key entries are in the BMS, but I don't understand the syntax to know know which value needs to be updated ... for example KEY2 ^ 0x----- Is that an assignment, exponent or something different altogether?

It'd also be nice to know a method for solving the key if there's that many that are different for other broken tmcs. :)

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Re: Dead or Alive series formats and tools

Post by Darko » Wed Nov 13, 2013 1:31 am

Protocol X27 wrote:
kokuto wrote:>2UC63@1S100@CL1H]71]B193681C10CE12PQ4C9N{R87181B
key: 1583CE
>BU263@1S100@CL1]61I]B193481D100CE12PQ4C9N{R87181B
key: 05E8845D
Darko wrote:How to aply that in the bms script :S
Any progress or explanation available on this? I see where the key entries are in the BMS, but I don't understand the syntax to know know which value needs to be updated ... for example KEY2 ^ 0x----- Is that an assignment, exponent or something different altogether?

It'd also be nice to know a method for solving the key if there's that many that are different for other broken tmcs. :)
I applied those in both max scripts (and also the the moded ones with chrrox corrections<----lol) and I got nothing.
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b0ny
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Re: Dead or Alive series formats and tools

Post by b0ny » Wed Nov 13, 2013 3:01 pm

hi all. long time no see :)
if you have doa5u outfits dumped from the xbox360 memory then i have something for you to test. maybe it's too late, but in case you steel need it:

uninit doa5u tmc.py (requires python 3)

this script, will reset, in a doa5 tmc file dumped from the xbox360 memory, all alterations caused by the directx initialization.
in other words it should make the dumped files work when injected back in the game.

i tested it only on two files "hitomi_cos_009" and "ayane_dlc_004". it needs more testing(maybe with files that can't be extracted)...

Protocol X27
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Re: Dead or Alive series formats and tools

Post by Protocol X27 » Wed Nov 13, 2013 4:56 pm

b0ny wrote:hi all. long time no see :)
if you have doa5u outfits dumped from the xbox360 memory then i have something for you to test. maybe it's too late, but in case you steel need it:

uninit doa5u tmc.py (requires python 3)

this script, will reset, in a doa5 tmc file dumped from the xbox360 memory, all alterations caused by the directx initialization.
in other words it should make the dumped files work when injected back in the game.

i tested it only on two files "hitomi_cos_009" and "ayane_dlc_004". it needs more testing(maybe with files that can't be extracted)...
Awesome, thanks, I will check this out. Glad you're still helping with the support. :)
Darko wrote:I applied those in both max scripts (and also the the moded ones with chrrox corrections<----lol) and I got nothing.
Ah, thanks for clarifying. Maybe b0ny's utility will help get us around that. I haven't seen a memory dumped version not work for XNALara purposes yet, but those won't work for modding.

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Re: Dead or Alive series formats and tools

Post by b0ny » Wed Nov 13, 2013 8:05 pm

here is a package of some doa3 costumes converted for doa2u.

some unique doa3 costumes for doa2u

i deleted the animations for mouth or hands for some costumes to make the bin files smaller to fit in the allocated memory(xbox memory is limited thus i don't thing it's a good idea to increase the supported file sizes by patching the executable).

leidoa requested this package, but i posted it here in case anyone else is still playing doa2u and wants some doa3 unique costumes for it.

kokuto
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Re: Dead or Alive series formats and tools

Post by kokuto » Mon Nov 18, 2013 5:44 am

Darko wrote:I applied those in both max scripts (and also the the moded ones with chrrox corrections<----lol) and I got nothing.
Temporary change: insert assign statements before PutVarChr statements in doa5Udecrypt.bms

>set KEY1 0x1583CE
>PutVarChr MEMORY_FILE2 0 KEY1 threebyte

>set KEY2 0x05E8
>set KEY1 0x845D
>PutVarChr MEMORY_FILE2 0 KEY2 short
>PutVarChr MEMORY_FILE2 2 KEY1 short

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Re: Dead or Alive series formats and tools

Post by Darko » Mon Nov 18, 2013 6:36 am

kokuto wrote:
Darko wrote:I applied those in both max scripts (and also the the moded ones with chrrox corrections<----lol) and I got nothing.
Temporary change: insert assign statements before PutVarChr statements in doa5Udecrypt.bms

>set KEY1 0x1583CE
>PutVarChr MEMORY_FILE2 0 KEY1 threebyte

>set KEY2 0x05E8
>set KEY1 0x845D
>PutVarChr MEMORY_FILE2 0 KEY2 short
>PutVarChr MEMORY_FILE2 2 KEY1 short
Thanks, and how did you get those keys??
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kokuto
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Re: Dead or Alive series formats and tools

Post by kokuto » Mon Nov 18, 2013 6:59 am

Darko wrote:how did you get those keys??
for failed tmc/tmcl

tmc/tmcl from memory dump
1. extract tmc/tmcl from memory dump
2. wash the tmc
3. zlib-compress the tmc/tmcl
tmc/tmcl from dlc
1. extract tmc/tmcl from dlc

xor them -> xor "Except as ..." string

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