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Need help: 25 To Life .DBL

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Elephantkilla
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Re: Need help: 25 To Life .DBL

Post by Elephantkilla »

Untitled-5.jpg
I have pixels on top, probably a problem with that.
but pressing any buttons does not move the positioning.
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Elephantkilla
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Re: Need help: 25 To Life .DBL

Post by Elephantkilla »

Even if the resulting texture is converted back (without changes), it turns out to be erroneous (even if it is expanded and inverted position)....this program does not provide reverse decoding?
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Elephantkilla
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Re: Need help: 25 To Life .DBL

Post by Elephantkilla »

In DBL archives responsible for PARTICLES contains such information:
pig.jpg
sp_downtown.pig ?????
This format is used by some other games. Anyone familiar with this?
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Re: Need help: 25 To Life .DBL

Post by Elephantkilla »

DBL.jpg
created by DBLMerge
I found this line in one of the DBL archive headers

I found the same line in an existing BMS script for Dragon ball Z Sagas DBU (created by DBLMerge) . 1000 [Dblmerge Dbu]
But he doesn't unpack. Perhaps it can be corrected?

dblmerge_dbu.bms

Code: Select all

# Dragon ball Z Sagas DBU (created by DBLMerge)
# script for QuickBMS http://quickbms.aluigi.org

get SIZE line
getdstring DBLMerge_STRING SIZE

getdstring DB_STRING 8
get DUMMY long  # 0x100
get ZERO long
get DUMMY long  # 0x28
get DUMMY long  # some size?
get ARCHIVE_SIZE asize
do
    savepos OFFSET
    get DUMMY long
    get SIZE long
    get FLAGS short
    getdstring DUMMY 0x36
    if DUMMY != "1000"  # lame work-around, some files have problems
        math OFFSET - 1
        goto OFFSET
    else
        savepos OFFSET
        if FLAGS == 1 && SIZE == 0x100  # another work-around
            getdstring NAME SIZE
            log NAME 0 0
        else
            append
            log NAME OFFSET SIZE
            append
            math OFFSET + SIZE
            goto OFFSET
        endif
    endif
while OFFSET != ARCHIVE_SIZE
This is an archive of textures and files to build the game menu.
UBER_ALLSCREENS.DBL
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Re: Need help: 25 To Life .DBL

Post by shakotay2 »

For me it looks as if you're trying a random script on a file, do you? (:

Would make more sense to identify some data then create a script, imho.

For example bytes from 0x1300 to 0x1F3f can be displayed as raw file in irfan view like such:
8 BPP Grayscale, 64x512 pixels
UBER_ALLSCREENS-DBL_0x1300.jpg
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Tuts: a) Bigchillghost, viewtopic.php?f=29&t=17889
b) Extracting simple models: http://forum.xentax.com/viewtopic.php?f=29&t=10894
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Elephantkilla
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Re: Need help: 25 To Life .DBL

Post by Elephantkilla »

This is a similar script. And he tried to unpack, even after reading and creating the name of the first file.
Thank you for your interest in the topic. We know for sure that textures have .bmp format
But each texture is always packed in .dbl and can be located inside the common .dbl archive

I know for sure, all 3D models, textures, and sounds in archives are cropped in the header area.
The header for each file is substituted in the .exe itself.
Last edited by Elephantkilla on Wed Feb 20, 2019 10:47 pm, edited 1 time in total.
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Re: Need help: 25 To Life .DBL

Post by shakotay2 »

Elephantkilla wrote:
Untitled-5.jpg
I have pixels on top, probably a problem with that.
but pressing any buttons does not move the positioning.
What? :roll:
What about changing the graphics offset?

I'd suggest to learn more about graphics formats and file structures; it would spare you tons of life time.
Just my two cents.

(btw: I don't know too much about graphics but I know that you're lost without basics.)
Tuts: a) Bigchillghost, viewtopic.php?f=29&t=17889
b) Extracting simple models: http://forum.xentax.com/viewtopic.php?f=29&t=10894
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Re: Need help: 25 To Life .DBL

Post by Elephantkilla »

I do not understand this, probably why I am here. Try changing this shirt and exporting it back to confirm your words. Because I, in any case, cannot understand this. There are pixels on top ..
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Re: Need help: 25 To Life .DBL

Post by Elephantkilla »

I understand that I should get a hex value where the image begins?
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Re: Need help: 25 To Life .DBL

Post by shakotay2 »

Elephantkilla wrote:Try changing this shirt and exporting it back to confirm your words.
This will be the very last step. First of all you need to get the picture displayed correctly to understand WHERE (start address) it starts and where it ends (ENDADDRESS).

(Not "get"; you should set or enter a value.)
Looks to me like decimal values; but doesn't really matter in this case - try out 1200 for example. (And don't be surprised when the picture gets distorted, try other values until the picture moves, then change address in steps of 4 bytes for example.)

basic question for the size of pure picture data:
assumed you have a 64 pixel x 64 pixel image with a 256 colors scheme (8 bit).
What is the size of its data (in bytes)? (If you don't know when I'd suggest to read some tutorials.)
Tuts: a) Bigchillghost, viewtopic.php?f=29&t=17889
b) Extracting simple models: http://forum.xentax.com/viewtopic.php?f=29&t=10894
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Re: Need help: 25 To Life .DBL

Post by Elephantkilla »

All single-texture archives open with this value. And displayed correctly.
Image
And the texture was obtained correctly, exactly the same as if it was pulled out by a 3DRipper.

However, if I try to export this texture to the archive without any editing. It will not be correctly positioned.
The difference whether I changed the texture or not it will in any case not be displayed correctly.
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Re: Need help: 25 To Life .DBL

Post by shakotay2 »

Elephantkilla wrote:All single-texture archives open with this value. And displayed correctly.
Good. :)
However, if I try to export this texture to the archive without any editing.
Correct, this the first thing to check.
It will not be correctly positioned.
You need to compare original and "modified" files. (Even if you didn't change the texture your export tool seems to change something.)

(Use HxD for example for file compare. It's in menu Analysis/File-compare.)
Tuts: a) Bigchillghost, viewtopic.php?f=29&t=17889
b) Extracting simple models: http://forum.xentax.com/viewtopic.php?f=29&t=10894
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Re: Need help: 25 To Life .DBL

Post by Elephantkilla »

A screenshot of the comparison I gave above. You don't seem to hear what I'm saying..

I tried to manually enter the modified texture without changing the number of bytes, but no success. The game reads the texture in some coded form, going backwards in front.
There is clearly need some kind of encoder that will add additional bytes to the code
Last edited by Elephantkilla on Wed Feb 20, 2019 10:47 pm, edited 1 time in total.
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Re: Need help: 25 To Life .DBL

Post by shakotay2 »

Elephantkilla wrote:You don't seem to hear what I'm saying..
nope :D

You can't seriously do the comparison in ASCII format!
It's required to do it in hex here.
Tuts: a) Bigchillghost, viewtopic.php?f=29&t=17889
b) Extracting simple models: http://forum.xentax.com/viewtopic.php?f=29&t=10894
"Quoting the whole thing. Would u ever stop this nonsense?"
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Re: Need help: 25 To Life .DBL

Post by Elephantkilla »

TAGFRAME.7z
This file contains three textures: TagFrameOutline, Blue_Tag, Red_Tag

Maybe someone will try to unpack it. It is a pity that the game is not so popular. Although this is the only game in which it would be possible to create their own locations for multiplayer, such as port maps from the CS and other games.
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