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Dead or Alive series formats and tools

Post questions about game models here, or help out others!
terios
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Re: Dead or Alive series formats and tools

Post by terios » Sat Jul 20, 2013 7:51 am

I'm sort of a newb but is it possible to extract all the contents of a .lnk file into a folder, modify whichever files I want (not just textures and models) and then rebuild the .lnk file with those modified files?

The injector mentioned on the previous page of the thread seems to be specifically for textures, unless I'm mistaken.

I want to see if it's possible to change move properties and reinsert them and see if my changes were successful. I've been able to confirm where the frame data is at least, within each character's .bin file, by searching for frame data in hex.

That's as far as I've gotten because I can't really test anything if I can't reinsert items.

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Re: Dead or Alive series formats and tools

Post by Darko » Sun Jul 21, 2013 4:58 am

terios wrote:I'm sort of a newb but is it possible to extract all the contents of a .lnk file into a folder, modify whichever files I want (not just textures and models) and then rebuild the .lnk file with those modified files?

The injector mentioned on the previous page of the thread seems to be specifically for textures, unless I'm mistaken.

I want to see if it's possible to change move properties and reinsert them and see if my changes were successful. I've been able to confirm where the frame data is at least, within each character's .bin file, by searching for frame data in hex.

That's as far as I've gotten because I can't really test anything if I can't reinsert items.
Check this video:

https://www.youtube.com/watch?v=uXfie1kvVfk

That's what you can do right now.
Image

terios
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Re: Dead or Alive series formats and tools

Post by terios » Mon Jul 22, 2013 6:14 am

That video's a bit out-dated but still fairly useful, though it requires some digging around as it's 50 minutes long. It did give me an idea though, since I'm interested in simply changing character balance, why don't I just modify one of the title updates instead of the giant container files? Updates are in the same container format as DLC, so a lot of that video still applies. However, I seem to have hit a bit of a snag... I was able to extract the contents but these particular filenames are still scrambled since no one's figured them out yet. Any idea?

patch_02_title_update.lnk contents:

Code: Select all

1T0@5L61715{[GO]CO20
1T0@JA7L8191[A9{]8760122B
1T0@JI7L8191[8{]7KDM9840101D6
1T0@LKB8481891[39{]8I898082420C
3S0@L@R1D17IN1O]]20{E151A
50KG_JG1G1@2M3J513D{]{50HK1PH6AB1KK0
50KG_LG1G1@24I5151C{]{05GJ1P509A1JJ0
53KG_F1F@0M41B{]{7FI1P5BM10
56KG_F1F1@2MI515D{]{50HJ1P59A1J0
5DKG_G1G1@2M85151C{]{0B6GJ1PL7BC1KK0
5DKG_G1G@220M8B615C{]{5I0HJ1P6EDK2E2
5FK2_F1F1@22MI514C{]{50GJ1P1359A1JJ0
5HKH_G1G1@2DM4J613E{]{50IK1P359A1CK0
CTE72@@CC1[9]133181C049OO2HA1L19110413291422{5LG8
D30I_J1{GI[J1C{{E46105JG4H12Q4I5Q4GI1
D30I_J1{G[I9{{C7D687I1L4H1BH1EG
D30I_J1{G[I{{CD65IOH1MA7IG6TG4
D30I_J1{G[MJ{{DE75FJH19T76G15F0
D30I_JN2{HM[K{{CEF76KI19I36K3I
D30I_K1{GI[J1CC{{46104JG41Q341H5Q5FH1
D30I_K1{G[0IA{{D64EI8T6551E16D0
D30I_K1{G[I9A5{{D685I1L4AG001DF
D30I_K1{G[IA{{D64I0L85G51EOTF4
D30I_KN2{H3[J9B{{E74J8G3115J0G
D30_J10{FH[I1BB2410{HE41O1P46{H705FC1
D30_J10{F[H895A46{G1J49O1F7{3E9
D30_J10{F[H9A4{GNK8O17G38{PTG6
D30_J10{F[MIAB5{DH7O1S7647{37E3
D30_J1N0{GM[J9BC5{I7P1GE6{8K57
D32I_N{GM[JAB{{E74JN1L1AI47LJJ
D32I_N{G{{O{LC10DE58JJ18H970HH
D32I_{FH[I1BB{{46104ILG25K12Q5H5Q44I1
D32I_{F[H795{{C685HL2L35K1CH19G
D32I_{F[H9{{C64HL1OK1MB8IGOTJ4
D32I_{F[MIA{{D74EIM1K1AT87G15H0
D32I_{F{{J{K1DC1D35108IIG281Q4H4Q44I1
D32I_{F{{{J9A1B8C579HH2K35BG18G
D32I_{F{{{JA1BC57HH1OLA7HGOTJ4
D32I_{F{{{OKB1CD68EII19T76G15H0
D3FI_N{HM[{{MCEF77KE18H1036KH5
D3FI_{GI[J{{3EE26106JG7D1231Q0H5Q0H61
D3FI_{G[M{{LDE76FJD1841T70314F0
D3FI_{G[{{KBC7D488I1L4D1AG100F2
D3FI_{G[{{KCD66IOC1M9H1802OTH4
D3HI_N{HM[F1K{{DFG86KI190A6KII
D3HI_{GI[JF12D{{F47105JH8212Q0I4Q0II1
D3HI_{G[D1IA{{D8E697I1L4H1B00GG
D3HI_{G[D1I{{DE75IOHM2A73FGT23
D3HI_{G[ME1J{{EF85GJ218T60F14G0
H0KH_4G1G1@22I413B[]40EI1N1DH7{C1JJ0
H0KH_LH1H1@2J4141C[]04FJ1O1D6{4B1KJ0
H1KH_G1G1@2D3I913C[]40FI1N1E46{B1CI0
H3KH_G1G@031A[]5DH1N1B6{M10
H7KH_G1G1@2I414C[]40FI1N1C6{B1I0
HEKH_H1H1@274141B[]095EI1NK267{C1KJ0
HEKH_H1H@2207A514B[]4H0FI1N1E7{DK2E2
HGK2_G1G1@22I413B[]40EI1N10C46{B1JI0
Once I figure out who's who, I can start messing with frame data and all that nonsense and then work on reinserting it.

Where's MK when you need him? He's never on MSN any more... It's your old pal!

Darko
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Re: Dead or Alive series formats and tools

Post by Darko » Wed Jul 24, 2013 11:39 pm

Hey bony, your tpr importer and your texture extractor have some problems while trying to import or extract some doa4 stages. The tpr importer works fine if I try to import a stage without loading textures.
Last edited by Darko on Fri Jul 26, 2013 6:39 am, edited 1 time in total.
Image

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mariokart64n
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Re: Dead or Alive series formats and tools

Post by mariokart64n » Fri Jul 26, 2013 2:19 am

oh hey man, long time.

yes I bought the official strategy guide to map the frame data, but never got that fair.. I got pooped out on the mesh format.

I haven't sniffed around in the title update, and I'm not even sure how to properly repack one. so can't offer and help, sorry.

edit
oh yeah I check my gmail almost daily so use that if you need a response right away.
mariokart64n(at)gmail(dot)com
Research: [DOA2U] [DOA5U]

b0ny
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Re: Dead or Alive series formats and tools

Post by b0ny » Tue Jul 30, 2013 10:26 am

tecmo360texturesExtractorV13.zip
- added support for g8r8 dds textures in doa(4) models. also fixed the "Export all files found in the 'Input File' folder!" function.

blender importers for team ninja games v22.zip
- added support for g8r8 dds textures in doa(4) models.
- for doa2u/doao/doax added an importing morphing functionality(image bellow).
Image
some morphing targets are part of the same animation so you have to scroll the converting slider to 1.000 for them consecutively - first for the one with the '0' in it's name, then for '1', then for '2'

importing tips:
- when importing doa files to blender is recommended to activate the system console from "Window"->"Toggle System Console" menu, this way you can see the importing process that can take long time when importing some big files, also pressing <Ctrl>+'C' in the console window(under windows os), will stop the importing process.
- unchecking the options with text saying "(can be slow)", in importing dialog, will speed up the importing process

Darko wrote:Hey bony, your tpr importer and your texture extractor have some problems while trying to import or extract some doa4 stages. The tpr importer works fine if I try to import a stage without loading textures.
thanks for testing

Darko
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Re: Dead or Alive series formats and tools

Post by Darko » Tue Jul 30, 2013 3:47 pm

b0ny wrote:tecmo360texturesExtractorV13.zip
- added support for g8r8 dds textures in doa(4) models. also fixed the "Export all files found in the 'Input File' folder!" function.

blender importers for team ninja games v22.zip
- added support for g8r8 dds textures in doa(4) models.
- for doa2u/doao/doax added an importing morphing functionality(image bellow).
Image
some morphing targets are part of the same animation so you have to scroll the converting slider to 1.000 for them consecutively - first for the one with the '0' in it's name, then for '1', then for '2'

importing tips:
- when importing doa files to blender is recommended to activate the system console from "Window"->"Toggle System Console" menu, this way you can see the importing process that can take long time when importing some big files, also pressing <Ctrl>+'C' in the console window(under windows os), will stop the importing process.
- unchecking the options with text saying "(can be slow)", in importing dialog, will speed up the importing process

Darko wrote:Hey bony, your tpr importer and your texture extractor have some problems while trying to import or extract some doa4 stages. The tpr importer works fine if I try to import a stage without loading textures.
thanks for testing
No man, thanks you for the update ;-).
Image

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Re: Dead or Alive series formats and tools

Post by b0ny » Sat Aug 03, 2013 6:35 am

have anyone managed to swap heads or hair for doa5 characters?

just curious, coz i found the arrays patched by the blp(DLC) files inside the executable and this means you can't swap compressed files without patching this data(which *.blp does).

Lilstormcloud
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Re: Dead or Alive series formats and tools

Post by Lilstormcloud » Sun Aug 04, 2013 11:17 pm

not 100% sure
Last edited by Lilstormcloud on Sat Jul 26, 2014 6:54 pm, edited 1 time in total.

b0ny
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Re: Dead or Alive series formats and tools

Post by b0ny » Mon Aug 05, 2013 1:48 pm

doa5archivarius - for extracting and injecting in lnk files(DLC). keep the python script in the same directory with the 'doa5archivarius.dat' file.

took me a while to write this shit - now it needs testing...
Lilstormcloud wrote:Hair swaps fine exactly like normal costumes according to mario's procedure.
i would like confirmation to this, coz afaik you can swap files in non DLC lnk's only in one case - if the file you want to swap is not encrypted and it's bigger than the file you want to swap with, and this doesn't refer to hair, coz hair is tmc/tmcl, and those are encrypted by the game in most cases.

Lilstormcloud
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Re: Dead or Alive series formats and tools

Post by Lilstormcloud » Mon Aug 05, 2013 8:42 pm

I'm not sure what you were asking :eek:
Last edited by Lilstormcloud on Sat Jul 26, 2014 6:54 pm, edited 1 time in total.

b0ny
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Re: Dead or Alive series formats and tools

Post by b0ny » Tue Aug 06, 2013 6:44 am

Lilstormcloud
thanks. i wasn't sure about my guess. now i can add this functionality to the archivarius tool...

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Re: Dead or Alive series formats and tools

Post by Lilstormcloud » Tue Aug 06, 2013 8:09 am

looks really useful :D
Last edited by Lilstormcloud on Sat Jul 26, 2014 6:55 pm, edited 1 time in total.

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Re: Dead or Alive series formats and tools

Post by tcl36478655 » Wed Aug 07, 2013 2:31 am

b0ny wrote:doa5archivarius - for extracting and injecting in lnk files(DLC). keep the python script in the same directory with the 'doa5archivarius.dat' file.

took me a while to write this shit - now it needs testing...
Lilstormcloud wrote:Hair swaps fine exactly like normal costumes according to mario's procedure.
i would like confirmation to this, coz afaik you can swap files in non DLC lnk's only in one case - if the file you want to swap is not encrypted and it's bigger than the file you want to swap with, and this doesn't refer to hair, coz hair is tmc/tmcl, and those are encrypted by the game in most cases.
so,this script could swap the littler encrypted compressed file? or do i need to rewrite .xex("e0"->"00") after using this tool?
and thanks for this tool,it's useful. :keke:

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Re: Dead or Alive series formats and tools

Post by Protocol X27 » Thu Aug 08, 2013 3:03 am

As always nice work on the progress, b0ny? By chance does your extractor/injector support injecting the normals for the body. I know those are usually a different format for the volume texture.

@LSC, hey!

@terios, good luck with the move related data. I've only succeeded in swapping select screen animations so far, but it would be great if it were possible to crack the physics & animation data.

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