>2UC63@1S100@CL1H]71]B193681C10CE12PQ4C9N{R87181B
key: 1583CE
>BU263@1S100@CL1]61I]B193481D100CE12PQ4C9N{R87181B
key: 05E8845D
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Dead or Alive series formats and tools
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Re: Dead or Alive series formats and tools
How to aply that in the bms script :Skokuto wrote:>2UC63@1S100@CL1H]71]B193681C10CE12PQ4C9N{R87181B
key: 1583CE
>BU263@1S100@CL1]61I]B193481D100CE12PQ4C9N{R87181B
key: 05E8845D
Re: Dead or Alive series formats and tools
Hi,
I'm having trouble extracting this file:
2T052@1S100@BH1H]]J18357110C75E1D1PQ007M{R65161H
which is:
HELENA_DLCU_003.TMC
From the School pack DLC.
I'm having trouble extracting this file:
2T052@1S100@BH1H]]J18357110C75E1D1PQ007M{R65161H
which is:
HELENA_DLCU_003.TMC
From the School pack DLC.
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Re: Dead or Alive series formats and tools
Try one of this bms scipts, I already extracted her: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.
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Re: Dead or Alive series formats and tools
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.peach4 wrote:omg thank you, I completely love you now.
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Re: Dead or Alive series formats and tools
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
Files:
2RCK3@1S100@DM121I]71103]C9331Q61G1DO0K0B931N{QF1J
BR2K3@1S100@DM121]61J212]D9331Q611G1DO0K0B931N{QF1J
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Re: Dead or Alive series formats and tools
kokuto wrote:>2UC63@1S100@CL1H]71]B193681C10CE12PQ4C9N{R87181B
key: 1583CE
>BU263@1S100@CL1]61I]B193481D100CE12PQ4C9N{R87181B
key: 05E8845D
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?Darko wrote:How to aply that in the bms script :S
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
I applied those in both max scripts (and also the the moded ones with chrrox corrections<----lol) and I got nothing.Protocol X27 wrote:kokuto wrote:>2UC63@1S100@CL1H]71]B193681C10CE12PQ4C9N{R87181B
key: 1583CE
>BU263@1S100@CL1]61I]B193481D100CE12PQ4C9N{R87181B
key: 05E8845DAny 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?Darko wrote:How to aply that in the bms script :S
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
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)...
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)...
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Re: Dead or Alive series formats and tools
Awesome, thanks, I will check this out. Glad you're still helping with the support.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)...
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.Darko wrote: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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Re: Dead or Alive series formats and tools
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.
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.
Re: Dead or Alive series formats and tools
Temporary change: insert assign statements before PutVarChr statements in doa5Udecrypt.bmsDarko wrote:I applied those in both max scripts (and also the the moded ones with chrrox corrections<----lol) and I got nothing.
>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
Thanks, and how did you get those keys??kokuto wrote:Temporary change: insert assign statements before PutVarChr statements in doa5Udecrypt.bmsDarko wrote:I applied those in both max scripts (and also the the moded ones with chrrox corrections<----lol) and I got nothing.
>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
Re: Dead or Alive series formats and tools
for failed tmc/tmclDarko wrote:how did you get those keys??
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