Important information: this site is currently scheduled to go offline indefinitely by end of the year.

Tokyo Xtreme Racer Series (xxx.DAT xxx.TOC)

The Original Forum. Game archives, full of resources. How to open them? Get help here.
Post Reply
User avatar
Argonaut
beginner
Posts: 22
Joined: Thu Sep 11, 2014 8:19 pm
Has thanked: 3 times
Been thanked: 10 times

Tokyo Xtreme Racer Series (xxx.DAT xxx.TOC)

Post by Argonaut »

This thread will hopefully be the future home of all TXR-related game archive extraction on this forum; with many desirable models to extract all in the same data formats, I'd thought it'd be good to keep it to just one thread.

Items of interest for each game are after the screenshots.

Things to know:
-All the games have a large Data file (either .DAT or a weird .000 file in Zero's case) and a TOC/LOC file (Table of contents)
-All the games after Zero used this format, so if an extraction method is found then we've got a whole lotta car models to pick from (atleast 400+ different Japanese vehicles)
-I've tried to get screenshots of data integers that appear more than once and are obvious to find multiple examples of perhaps assets to the game.

Tokyo Xtreme Racer Zero (PS2)

Files:

CDDATA.000: https://www.dropbox.com/s/ltpysnajasxt0 ... 0.DAT?dl=0 (for some reason identified as a .DAT file, doesn't matter anyway)
CDDATA.LOC: https://www.dropbox.com/s/29byeo1xbpwr9 ... A.LOC?dl=0

Screenshot sample of CDDATA.000:
Image
Image

At the start of the file, there's one .TM2 file which is the A-Z character selection for car names.


Tokyo Xtreme Racer Drift 2 (PS2)

Files:

BUILD.DAT: https://www.dropbox.com/s/1vi4h6u3pte1u ... T.zip?dl=0
BUILD.TOC: https://www.dropbox.com/s/mtrrzdtymk57n ... D.TOC?dl=0

Screenshot samples of BUILD.DAT:
Image
Image

There's a couple of headers for TM2 files, but no data afterwards. Found keywords of cars in this plus some seemingly compressed words such as "BA77LE" instead of Battle, (Kaido Battle being the Japanese equivalent name).


Import Tuner Challenge (360)

BUILD.DAT: https://www.dropbox.com/s/uiao93nte9qvm ... D.DAT?dl=0
BUILD.TOC: https://www.dropbox.com/s/j09g8h19tqe2s ... D.TOC?dl=0

Screenshot samples of BUILD.DAT:
Image
Image
Image
Image


-Keywords such as Skyline, Battle, Chal(lenge missing) and text strings about 'Microsoft Shader Compli 2.0' (which got repeated an awful lot) were found
-Every bit of data starts with .eUCLy
-TXD2 (Tokyo Xtreme Drift 2?) found occasionally
-180, 32, 34, 86 (180SX, R32 GTR, R34 GTR, AE86) Integers found all in the first scroll section


That'll be all for now.. probably Import Tuner Challenge is the most exciting with the high quality models, but TXR Drift 2 has D1 machines galore..
And if your wondering what's so special about these games (and why they're worthwhile): https://www.youtube.com/watch?v=7ZMmzAamRxs
Moving Shadow- World Domination!
GMMan
veteran
Posts: 139
Joined: Fri Nov 05, 2010 10:14 pm
Been thanked: 56 times

Re: Tokyo Xtreme Racer Series (xxx.DAT xxx.TOC)

Post by GMMan »

Argonaut wrote:-Keywords such as Skyline, Battle, Chal(lenge missing) and text strings about 'Microsoft Shader Compli 2.0' (which got repeated an awful lot) were found
Sounds like a bunch of compiled shaders, possibly XMem compressed. Notice how the word "Compiler" contains "er", which is also in the word "Shader"?
Currently researching: Alpha Prime scripting (AI and mods)
Queued: EE .cache repacking, CustomPak repacking, Gameloft Scrambled Zip multitool, GRAF Extractor Skeleton repacking, Gun Metal filenames CRC
User avatar
Argonaut
beginner
Posts: 22
Joined: Thu Sep 11, 2014 8:19 pm
Has thanked: 3 times
Been thanked: 10 times

Re: Tokyo Xtreme Racer Series (xxx.DAT xxx.TOC)

Post by Argonaut »

GMMan wrote:
Argonaut wrote:-Keywords such as Skyline, Battle, Chal(lenge missing) and text strings about 'Microsoft Shader Compli 2.0' (which got repeated an awful lot) were found
Sounds like a bunch of compiled shaders, possibly XMem compressed. Notice how the word "Compiler" contains "er", which is also in the word "Shader"?

Shader files are in a different folder within the ISO.. I'll try looking into that Compression method and see whether I can do anything with it.. Thanks for commenting. :)
Moving Shadow- World Domination!
KarinFutoGT
advanced
Posts: 51
Joined: Fri Apr 06, 2012 6:04 pm
Location: SPAIN
Has thanked: 51 times
Been thanked: 6 times
Contact:

Re: Tokyo Xtreme Racer Series (xxx.DAT xxx.TOC)

Post by KarinFutoGT »

I've used the aluigi's script for quickbms at Tokyo Xtreme Racer Zero and what i have now are a some .dat files one with 43.3 mb a lot of .nfc files with 800kb more or less and the rest are .0iv files with less weight, something about that?

I can upload all the extracted files if someone are interested.
You do not have the required permissions to view the files attached to this post.
QOTSANINSOADKORN
ultra-n00b
Posts: 9
Joined: Fri Jul 01, 2016 12:26 pm
Has thanked: 19 times

Re: Tokyo Xtreme Racer Series (xxx.DAT xxx.TOC)

Post by QOTSANINSOADKORN »

2017 UPDATE - Are we any closer to Figuring out the file types?
Pix
ultra-n00b
Posts: 4
Joined: Fri Nov 18, 2016 12:23 am
Has thanked: 1 time

Re: Tokyo Xtreme Racer Series (xxx.DAT xxx.TOC)

Post by Pix »

For real? Because i really want the Autozam AZ-1 and Pulsar GTi-R from the game. :)
kil0gram
ultra-n00b
Posts: 2
Joined: Wed Dec 20, 2017 10:59 pm
Been thanked: 1 time

Re: Tokyo Xtreme Racer Series (xxx.DAT xxx.TOC)

Post by kil0gram »

Can you repost the dat/loc files please?
jellyorange647
ultra-n00b
Posts: 1
Joined: Wed May 01, 2019 11:33 am

Re: Tokyo Xtreme Racer Series (xxx.DAT xxx.TOC)

Post by jellyorange647 »

Still nothing? That Nissan Cefiro and Laurel models look sweet.
User avatar
Machinedramon
advanced
Posts: 77
Joined: Mon Apr 08, 2019 6:13 pm
Has thanked: 13 times
Been thanked: 42 times

Re: Tokyo Xtreme Racer Series (xxx.DAT xxx.TOC)

Post by Machinedramon »

Lel hello there people, on the itc xentax thread i recently posted a script for mrp that works for extracting geometry, cars in itc arent too different from trcaks but the script wont work, structure is different yet not impossible, been also working on txr3 and txrd2, though the geometry for tracks in txr3 is kinda plausible to extract, rn txrd2 facing isnt any easy, eucly is the header for ucl colpressed files, the script from aluigi/bms works on it(when it doesnt its because it has the big endian configured to it, for itc; in contrast ps2 games are on little endian) on the other hand, for txrd2 dats nfc and 0iv can have all different type of geometry, cars are to be found in nfcs, in dats there can be found the road mesh and 0iv has the single segments of tracks(but again the format for faces aint that clear)
Post Reply