03-08-2017, 05:37 PM
(03-05-2017, 01:30 PM)Rodo Furedorikku Wrote: Good idea, I'll check to see if this is the case with other caped characters.In Budokai 3/Infinite World PS2 ISO files there are SLES files, they old everything in place like for example:
00 GOKU
01 KID GOKU
02 KID GOHAN
03 TEEN GOHAN
04 ADULT GOHAN
05 GREAT SAIYAMAN
06 GOTEN
07 VEGETA
Above are codes for characters (there are more) and show you whom was who.
Each character has a form list and have certain shaders applied to them, here is goku's block:
00 00 00 00 00 00 00 00 00 00 01 00 03 00 00 00
00 00 02 00 03 00 00 00 00 00 03 00 04 00 00 00
00 00 04 00 04 00 00 00 00 00 00 00 00 00 00 00
My favourite, colour codes.. XD
RED is the code for the character, because this is 00 it is Goku.
BLUE is the form of that character, 00 is base, 01 is Kaioken, 02 is SSJ, 03 SSJ2 and 04 is SSJ4. (SSJ4 for both Goku and Vegeta are separate slots for whatever reason)
GREEN is the shader; 00 is the base form shader, 01 and 02 is unknown and not used but is similar to base, 03 is the SSJ shader and 04 is SSJ2 up to SSJ4.
This is just an example of what the SLES file does in the whole ISO file. I have no idea if the 3DS or Arcade version of DBH use a similar setup as Dimps uses a lot of resources from Budokai 3 and Infinite world and if they did, it'd be structured differently.
As for capes for Piccolo, Dabura, Gt Saiyaman they are harder to explain.
This is where you can find all the models and other features (scouter lenses and capes) Goku's example:
08 01 00 00 F0 6B 43 00 00 00 00 00 09 01 00 00 20 6C 43 00 00 00 00 00
BLUE is the hexadecimal for Goku Base form's model in his first costume, because his model is located at 264 it would be translated to 00 00 01 08 (but it is reveresed in the file)
RED is that... thing XD which is an offset for where his excess parts are (where a cape would be if it were Piccolo)
GREEN is just empty space and separates models and code.
Now, onto the fun part..
in the offset we found we must reverse it and take away FFF80 (always this number) from 436BF0 to get 336C70.
You would then search for the offset of 336C70 which will get you here:
03 00 00 00 D0 5C 43 00 50 5E 43 00 D0 5F 43 00
RED is the accessories (where the cape and other parts would be if it were Piccolo, Dabura, etc)
BLUE is how many accessory parts are there, because there are 3... it is 3.. Yeah.
That is the B3/IWs file that holds everything together and is where the capes are. This format/structure/whatever may/may not be in DBH but it is something to help with searching for parts like such.
NOTE: This isn't the cape itself it's just how to find it, as for extracting or even finding it is something that I don't think anyone has accomplished.
Hope this helps with understanding some things about the structure of DBH (probably not )
Anyways, thanks for your time