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Kingdom Hearts Dream Drop Distance models/voices
- MayBeePah
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Re: Kingdom Hearts Dream Drop Distance models/voices
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
Re: Kingdom Hearts Dream Drop Distance models/voices
Until someone figures out how to decompress them, it's pointless to post.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
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);
};
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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chrrox
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Re: Kingdom Hearts Dream Drop Distance models/voices
Its LZOlv compression
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GovanifY
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Re: Kingdom Hearts Dream Drop Distance models/voices
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.
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.
The only limit I've encountered so far is my brain.
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ultimaespio
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Re: Kingdom Hearts Dream Drop Distance models/voices
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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GovanifY
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Re: Kingdom Hearts Dream Drop Distance models/voices
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.
The only limit I've encountered so far is my brain.
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Ya can check my work here:
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https://twitter.com/GovanifY
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ultimaespio
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Re: Kingdom Hearts Dream Drop Distance models/voices
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
Do you mind posting your bcsr tool? I'm interested in hearing the grunts without sound effects and bgm
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GovanifY
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Re: Kingdom Hearts Dream Drop Distance models/voices
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 :/
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 :/
The only limit I've encountered so far is my brain.
-----------------------------------------------
Ya can check my work here:
http://www.govanify.blogspot.fr
http://www.govanify.com
https://twitter.com/GovanifY
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http://www.govanify.blogspot.fr
http://www.govanify.com
https://twitter.com/GovanifY
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GovanifY
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Re: Kingdom Hearts Dream Drop Distance models/voices
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!
-GY
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!
-GY
The only limit I've encountered so far is my brain.
-----------------------------------------------
Ya can check my work here:
http://www.govanify.blogspot.fr
http://www.govanify.com
https://twitter.com/GovanifY
-----------------------------------------------
Ya can check my work here:
http://www.govanify.blogspot.fr
http://www.govanify.com
https://twitter.com/GovanifY
- MayBeePah
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Re: Kingdom Hearts Dream Drop Distance models/voices
This is the best I can do, I don't know how to get the right order of indices...
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Azurfan
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Re: Kingdom Hearts Dream Drop Distance models/voices
This still looks very good though, maybe Falo can help.MayBeePah wrote:This is the best I can do, I don't know how to get the right order of indices...
