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Dead or Alive 5 (DOA5) Retail (X360 / PS3)

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TRDaz
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Re: Dead or Alive 5 (DOA5) Retail (X360 / PS3)

Post by TRDaz »

chrrox wrote:try just one file then.
double click quickbms
click the extractor bms
then click on one dat file
then click the output folder see if it works.
if that failed something went wrong during the first script.
or something is wrong with the game rip.
Trying one file works perfectly, is it because I am extracting too many dat's at the same time? Should I try and split them into different folders?
I think the rip was perfect, I used PowerISO and Noesis to extract em, did the same with TTT2 and that was fine.

EDIT: Just tested the file from the error, it seems to be corrupted I think, it isnt extracting with your script at all D: im gonna test the others see if they are fine.
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Re: Dead or Alive 5 (DOA5) Retail (X360 / PS3)

Post by Mobuis »

khanbot wrote:i think it was some problem with file paths. i didn't type the whole thing and just dragged the script and file and folders onto command window lol. :D
.bin file outputs the same files as .lnk file


so for now, can we just extract these files? is there a way to view them models atm?
you may not want to use that original script for bms extraction. you should use bonys.

umm I am not sure yet but I think there is a link to an noesis import script somewhere and chroxx is working on it. wait a couple of days =)
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Re: Dead or Alive 5 (DOA5) Retail (X360 / PS3)

Post by TRDaz »

Yep, just that 1 file that seems to not extract, others worked perfectly.
The one that wont extract is:

BRL73@1S100@D]I]623G1K165F1QEE1100M10{RL72317.dat

I have 647 files from extracting every other file.
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Re: Dead or Alive 5 (DOA5) Retail (X360 / PS3)

Post by Mobuis »

TRDaz wrote:Yep, just that 1 file that seems to not extract, others worked perfectly.
The one that wont extract is:

BRL73@1S100@D]I]623G1K165F1QEE1100M10{RL72317.dat

I have 647 files from extracting every other file.
I have 710 files from the chara_common.bin/lnk I have tried to search for
files that chroxx had put up to match costumes and cannot find them :S
I looked at the files with a hex editor and found that it was decrypted.

I used Bonys BMS script with the fix and the two scripts in decrypt, and extract.
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Re: Dead or Alive 5 (DOA5) Retail (X360 / PS3)

Post by TRDaz »

Wierd how I have less than you. One file cant give another 63 ext's D: Im gonna re extract it with b0ny's edit, maybe that will help.
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Re: Dead or Alive 5 (DOA5) Retail (X360 / PS3)

Post by Mobuis »

TRDaz wrote:Wierd how I have less than you. One file cant give another 63 ext's D: Im gonna re extract it with b0ny's edit, maybe that will help.
yeah let me know how many files you have a feeling that the bms script that charoxx posted in the first post along with bonys post maybe incorrect.
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Re: Dead or Alive 5 (DOA5) Retail (X360 / PS3)

Post by khanbot »

Mobuis wrote:
I have 710 files from the chara_common.bin/lnk I have tried to search for
files that chroxx had put up to match costumes and cannot find them :S
I looked at the files with a hex editor and found that it was decrypted.

I used Bonys BMS script with the fix and the two scripts in decrypt, and extract.
I also have 710 files after running the decrypt script. I also used b0ny's script in first step, then extract and decrypt. I can't find some of the files chroxx posted in first post. where are we wrong?


also, the supposed .tmc and .tmcl files extracted dont match. like i have this file [email protected] ending with 131G. but its matching file that should start with BT151@.. is not there.
Last edited by khanbot on Sat Sep 29, 2012 10:08 am, edited 1 time in total.
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Re: Dead or Alive 5 (DOA5) Retail (X360 / PS3)

Post by blackfoxeye »

So which is the correct script?

1. Wrote by "chrrox" in the first post.

or

2. Fixed by "b0ny" in the 27th post.
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Re: Dead or Alive 5 (DOA5) Retail (X360 / PS3)

Post by chrrox »

i have been using my script with no problem you can try both but i know the model files extracted using what i posted work fine.
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Re: Dead or Alive 5 (DOA5) Retail (X360 / PS3)

Post by blackfoxeye »

chrrox wrote:i have been using my script with no problem you can try both but i know th emodel files extracted using what i posted work fine.
Thank you very much chrrox for the information.
I am currently downloading the game, so I can check after 2/3 days, till then I have to wait.

And can you please just let me know, what is the "emodel" please :)
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Re: Dead or Alive 5 (DOA5) Retail (X360 / PS3)

Post by Mobuis »

blackfoxeye wrote:So which is the correct script?

1. Wrote by "chrrox" in the first post.

or

2. Fixed by "b0ny" in the 27th post.
I had tried both.

They both produce 710 files after its been through the whole process but,
First file
2A0J2_AKA1F13031]2]A1]30OJ1818561DMHJ221B1L{O061 is only 2kb for bonys script where as 506kb for charrox script. and on inspection with a hex editor they are different files.
BUT on closer inspection when you line up the files by sizes and open with a hex editor they are different.
So file

BWA73@1S100@D]H]623D5446125PQM131410210{F1R5211.dec from bony's script is 11,112kb
BU1E7@1S100C@H1A1]]233723D1U1QRF1410N10{S75131I.dec from charrox's script is 11,112kb and its file contents are different.

try and find this on charrox's or bony's script and you will find they are completely different files.
BU1E7@1S100C@H1A1]]233723D1U1QRF1410N10{S75131I.dec

Just to be safe I would go with charrox's script. Since he has extracted models from his =)
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Re: Dead or Alive 5 (DOA5) Retail (X360 / PS3)

Post by blackfoxeye »

Mobuis wrote:
blackfoxeye wrote:So which is the correct script?

1. Wrote by "chrrox" in the first post.

or

2. Fixed by "b0ny" in the 27th post.
I had tried both.

They both produce 710 files after its been through the whole process but,
First file
2A0J2_AKA1F13031]2]A1]30OJ1818561DMHJ221B1L{O061 is only 2kb for bonys script where as 506kb for charrox script. and on inspection with a hex editor they are different files.
BUT on closer inspection when you line up the files by sizes and open with a hex editor they are different.
So file

BWA73@1S100@D]H]623D5446125PQM131410210{F1R5211.dec from bony's script is 11,112kb
BU1E7@1S100C@H1A1]]233723D1U1QRF1410N10{S75131I.dec from charrox's script is 11,112kb and its file contents are different.

try and find this on charrox's or bony's script and you will find they are completely different files.
BU1E7@1S100C@H1A1]]233723D1U1QRF1410N10{S75131I.dec

Just to be safe I would go with charrox's script. Since he has extracted models from his =)
Ya, you are right.
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Re: Dead or Alive 5 (DOA5) Retail (X360 / PS3)

Post by b0ny »

it's possible to restore automatically the names for the tmc files by reading the inside names, and then find the tmcl associated by searching it by size wich is indicated in LHeader section in the tmc file(and then maybe checking if it's the right one by checking some value in some section).

right now i'm more interested in restoring the directory tree. we have it in the demo, so i think it can be possible to find the associations inside the executable - like pointers to the names of all files that belongs to some costume or character...
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Re: Dead or Alive 5 (DOA5) Retail (X360 / PS3)

Post by GDL »

Ok I think I did something wrong, I ended up with this:

1st srcript:

8 lnk files
8 bin files

2nd script:

5,177 dat files (I got several overwrite messages so there could be more files just duplicated)

3d script:

1,101 ext files (at least 3 of the dat files were either corrupt or something, because I got the same message TRDaz got about zlib/deflate but with -3,-4 and -5)

I'm decrypting them now, will tell you if I get any more error messages :?
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Re: Dead or Alive 5 (DOA5) Retail (X360 / PS3)

Post by Mobuis »

b0ny wrote:it's possible to restore automatically the names for the tmc files by reading the inside names, and then find the tmcl associated by searching it by size wich is indicated in LHeader section in the tmc file(and then maybe checking if it's the right one by checking some value in some section).

right now i'm more interested in restoring the directory tree. we have it in the demo, so i think it can be possible to find the associations inside the executable - like pointers to the names of all files that belongs to some costume or character...
I would help with this but.... there is no map of the binaries of the TMC and the TMCL what is the TMC composed of anyways? and the TMCL must be the full character model.
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