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Dragon ball Z Sagas (PS2) .DBU files

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  • Author
  • Localization

Nekorun, posted Mon Feb 19, 2018 2:58 am (32598)


Hello, I have been looking into modding Dragon Ball Z sagas for the PS2 and need help with unpacking/repacking the .DBU files in which the Movesets/Level geometry/Enemy models,ect. are packed.
The files do not appear encrypted just packed. Can anyone help me with this filetype? Here is a sample file https://drive.google.com/open?id=13fAZk ... WxTR0fIxLD Thank you in advance.
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aluigi, posted Mon Feb 19, 2018 7:51 pm (32615)


I leave a keyword for search engines and people who may be interested:
Code:
1184   
File bardock.dbu created by DBLMerge
Command line:
   -UBERDBL -PARAMLIST ..\..\data_ps2\characters\bardock.dbl ..\..\data_ps2\sprites\faces\bardock.dbl ..\..\data\characters\bardock.dv ..\..\data\var\bdhaira.dv ..\..\data\var\bdhairk.dv ..\..\data\var\bdhairj.dv ..\..\data\var\bdhaire.dv ..\..\data\var\bdhairf.dv ..\..\data\var\bdhairg.dv ..\..\data\var\bdhaird.dv ..\..\data\var\bdhairh.dv ..\..\data\var\bdhairi.dv ..\..\data\var\bdhairc.dv ..\..\data\var\bdhairb.dv ..\..\data_ps2\particles\bardock.dbp bardock.dbu
Contents:
   0: ..\..\data_ps2\characters\bardock.dbl 445280
   1: ..\..\data_ps2\sprites\faces\bardock.dbl 17856
   2: ..\..\data\characters\bardock.dv 1120
   3: ..\..\data\var\bdhaira.dv 608
   4: ..\..\data\var\bdhairk.dv 608
   5: ..\..\data\var\bdhairj.dv 608
   6: ..\..\data\var\bdhaire.dv 608
   7: ..\..\data\var\bdhairf.dv 608
   8: ..\..\data\var\bdhairg.dv 608
   9: ..\..\data\var\bdhaird.dv 608
   10: ..\..\data\var\bdhairh.dv 608
   11: ..\..\data\var\bdhairi.dv 608
   12: ..\..\data\var\bdhairc.dv 608
   13: ..\..\data\var\bdhairb.dv 608
   14: ..\..\data_ps2\particles\bardock.dbp 193344
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Nekorun, posted Mon Feb 19, 2018 8:19 pm (32620)


Thanks Aluigi, I've been trying to find help for this files type for about 3 years now. Any help is very appreciated.
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aluigi, posted Mon Feb 19, 2018 10:13 pm (32621)


It's a weird format without much sense and with some "wrong" things (like the shifted offset of one file without any reason).
This is the max I can do:
http://aluigi.org/bms/dblmerge_dbu.bms
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Nekorun, posted Tue Feb 20, 2018 12:18 am (32624)


Thanks again ALuigi. If it would help I can upload another file. The game uses this files type for the characters and the separate chapters which houses the boss, enemy, and world models.
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aluigi, posted Tue Feb 20, 2018 12:09 pm (32633)


Ok upload other archives but don't expect much.
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Nekorun, posted Fri Feb 23, 2018 7:04 pm (32699)


Alright, finally getting around to uploading more archives.
Raditz.dbl from inside the Chapter1.dbl
https://drive.google.com/open?id=12VItM ... 5dNkN2NLZK
Code:
........X...............
c:\dev\dbz\data_ps2\characters\.............?...?.?.........`.......)...
acters\Scanner\maps\Scanner.tga.............a!..@.@. .......?!......*...
cters\Recoome\maps\[email protected])...... ...
ters\Raditz\maps\RaditzSkin.tga.............a-......(.......`.......)...
ers\Scanner\maps\GreenGlass.tga.....@...
iii???U?III?""T?mms?ccj?^^e?RRY?.'??????????.\??Y??? hr?W:r?.p.[


and Hub.dbl from the worlds folder inside the original Hub.dbl
https://drive.google.com/file/d/1CGINbG ... QABVqFcjbe
Code:
 .......8...............
 c:\dev\dbz\data_ps2\worlds\Hub\.............@[email protected]...
 skydome\maps\sky_cloudringb.tga.............@'......?.......@...........
 skydome\maps\sky_cloudlayer.tga.............@....?.?.......@'...... ...
 skydome\maps\sky_cloudringa.tga.............@...?.?.........@.......?...
 ub\terrain\maps\balloon_top.tga.............@]..?.?.@.......@Y......?...
 ub\terrain\maps\balloon_med.tga.............@?..?.?.?.......@.......?...
 terrain\maps\balloon_bottom.tga.............?a..@. .A.......@a......?...
 hub\terrain\maps\hub_pilar2.tga.............Aa....?.a.......?a......?...
 s\hub\terrain\maps\hub_wall.tga.........


Hope this helps. Thanks for everything.
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aluigi, posted Sat Feb 24, 2018 3:27 pm (32711)


This is a completely different format and it's crap
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aluigi, posted Sat Feb 24, 2018 3:29 pm (32712)


This is what I mean with "crap", to be used with the -V option of quickbms to see the fields (it's not an extraction script so DO NOT use it):
Code:
get FILES long
get ZERO long
get BASE_OFF long
get DUMMY long  # 1, 2
get ZERO long
get ZERO long
get PATH string
for i = 0 < FILES
    get DUMMY long
    get ZERO long
    get ZERO long
    get OFFSET long
    get DUMMY short
    get DUMMY short
    get DUMMY long
    get DUMMY long
    get DUMMY long
    get DUMMY short
    get DUMMY short
    get DUMMY long
    get NAME string
next i
  • Author
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Nekorun, posted Sat Feb 24, 2018 5:49 pm (32716)


Oh, I was unaware that they were different file types. They both appeared to be .dbu files. Sorry for the mistake and anytime wasted.
Here are 2 files set up the same way as the original "Bardock.DBU"

Goku1.DBU
https://drive.google.com/open?id=18Xqch ... EccREEQJfJ

CHPTR04.DBU
https://drive.google.com/open?id=13ntgf ... HNmrNudGID

Also can you explain how to set up the "-V option" I'm new to the software. I've read a few tutorials but none of them mentioned it.
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aluigi, posted Mon Feb 26, 2018 8:31 am (32734)


There is no problem with those 2 dbu files.

-V must be used from command-line or .bat file, it displays all the fields read by quickbms like a sort of debug log.
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Nekorun, posted Tue Feb 27, 2018 4:30 am (32759)


Alright. I used that dummy script you left with the -v option on the Raditz.dbl and it left me with this.

Code:
  offset   filesize   filename
--------------------------------------
. 00000000 get     FILES      0x00000004 4
. 00000004 get     ZERO       0x00000000 4
. 00000008 get     BASE_OFF   0x00000158 4
. 0000000c get     DUMMY      0x00000002 4
. 00000010 get     ZERO       0x00000000 4
. 00000014 get     ZERO       0x00000000 4
. 00000018 get     PATH       "c:\dev\dbz\data_ps2\characters\" -1
. 00000038 get     DUMMY      0x00000008 4
. 0000003c get     ZERO       0x00000000 4
. 00000040 get     ZERO       0x00000000 4
. 00000044 get     OFFSET     0x000001a0 4
. 00000048 get     DUMMY      0x00000080 2
. 0000004a get     DUMMY      0x00000080 2
. 0000004c get     DUMMY      0x00000000 4
. 00000050 get     DUMMY      0x00000001 4
. 00000054 get     DUMMY      0x00000160 4
. 00000058 get     DUMMY      0x00000008 2
. 0000005a get     DUMMY      0x00000002 2
. 0000005c get     DUMMY      0x00000029 4
. 00000060 get     NAME       "acters\Scanner\maps\Scanner.tga" -1
.
. 00000001
. 00000080 get     DUMMY      0x00000008 4
. 00000084 get     ZERO       0x00000000 4
. 00000088 get     ZERO       0x00000000 4
. 0000008c get     OFFSET     0x000021e0 4
. 00000090 get     DUMMY      0x00000040 2
. 00000092 get     DUMMY      0x00000040 2
. 00000094 get     DUMMY      0x00000020 4
. 00000098 get     DUMMY      0x00000001 4
. 0000009c get     DUMMY      0x000021a0 4
. 000000a0 get     DUMMY      0x00000008 2
. 000000a2 get     DUMMY      0x00000002 2
. 000000a4 get     DUMMY      0x0000002a 4
. 000000a8 get     NAME       "cters\Recoome\maps\HipArmor.tga" -1
.
. 00000002
. 000000c8 get     DUMMY      0x00000009 4
. 000000cc get     ZERO       0x00000000 4
. 000000d0 get     ZERO       0x00000000 4
. 000000d4 get     OFFSET     0x00002de0 4
. 000000d8 get     DUMMY      0x00000100 2
. 000000da get     DUMMY      0x00000100 2
. 000000dc get     DUMMY      0x00000040 4
. 000000e0 get     DUMMY      0x00000001 4
. 000000e4 get     DUMMY      0x000029e0 4
. 000000e8 get     DUMMY      0x00000010 2
. 000000ea get     DUMMY      0x00000010 2
. 000000ec get     DUMMY      0x0000002b 4
. 000000f0 get     NAME       "ters\Raditz\maps\RaditzSkin.tga" -1
.
. 00000003
. 00000110 get     DUMMY      0x00000008 4
. 00000114 get     ZERO       0x00000000 4
. 00000118 get     ZERO       0x00000000 4
. 0000011c get     OFFSET     0x00012de0 4
. 00000120 get     DUMMY      0x00000008 2
. 00000122 get     DUMMY      0x00000008 2
. 00000124 get     DUMMY      0x00000028 4
. 00000128 get     DUMMY      0x00000001 4
. 0000012c get     DUMMY      0x00000160 4
. 00000130 get     DUMMY      0x00000008 2
. 00000132 get     DUMMY      0x00000002 2
. 00000134 get     DUMMY      0x00000029 4
. 00000138 get     NAME       "ers\Scanner\maps\GreenGlass.tga" -1
.
. 00000004


Not quite sure what to do with this. I'm willing to learn though if you would kindly point me in the right direction Aluigi.
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aluigi, posted Tue Feb 27, 2018 3:25 pm (32768)


Nekorun wrote:
Not quite sure what to do with this. I'm willing to learn though if you would kindly point me in the right direction Aluigi.

Exactly, there is probably the offset field but the filename is shrinked in a weird way which is not just "remove one byte for every name" (that's ok for this sample but it's not the same on the other sample).
It's a weird format :)
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  • Localization

Htritter_of_games, posted Thu Dec 08, 2022 11:51 pm (74507)


I Found out the Quick BMS Script for .DBL Files on Works on Other Stuff then Disney Chicken Little Characters.
Is there Any Chance to help find a Way to Work with Chicken Little Characters When Using the .DBL Script on Quick BMS?
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