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Dragon Ball Zenkai Battle .SCZ files.

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DarkStrife7, posted Sat Feb 25, 2023 4:57 pm (75573)


Currently Analyzing the file structure of these SCZ files from this game. Further progress to be made.

Seeking a updated SCZ unpacker script from Aluigi, hopefully once he's active here on the forms he'll read this post. Or if anyone's willing to give it a try it would be most helpful.

These files are from the awesome game Dragon Ball Zenkai Battle, which released on PS3 arcade system.

With a little file analysis investigation over at Xentax, Josou was able to discover they have a similar file structure as Raging Blast models and a mix of Jstars as well.

Please refer to the post under mine for Josou's findings.

* I believe if Aluigi can make a updated quick BMS .SCZ unpacker script for Zenkai & Jstars we'll get some progress.

* We await further contact from Aluigi for a updated .SCZ unpacker.
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josou_kitsune, posted Sat Feb 25, 2023 9:14 pm (75575)


Hello aluigi it looks like the files use a similar compression to RB2/UT, would it be possible to update the cmp_scz script to add support for Zenkai and J-Stars files?

As I tried to explain at Xentax, it looks like Zenkai use 2 tags to identify the chunks, the regular 0LCS tag from RB2 and a second HCLS - 0HCS tag.

Goku ioram
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Krillin ioram
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Using the existing Raging Tools generates incomplete/blank files due to not expecting the HCLS - 0HCS tag.

The same happens with J-Stars and the cmp_scz script since the game use a $CLH - $CH0 tag alongside the $CL0 tag from DRV3/OPBB/OPM AHNK

J-Stars $CL0 and $CLH - $CH0
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josou_kitsune, posted Sat Feb 25, 2023 9:49 pm (75576)


Here are some J-Stars compressed files and uncompressed version taken from a RPCS3 RAM dump, if it can help you figure out the compression.
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