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Zero Tolerance for Disrespect

Import Tuner Challenge (Xbox 360)

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black_racer, posted Thu Jun 04, 2015 1:45 pm (5552)


Hello guys.
Please help me unpacked game archive Import Tuner Challenge.
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game files:
BUILD.DAT - https://www.dropbox.com/s/4m71uqaqyqs4l ... D.DAT?dl=0
BUILD.TOC - https://www.dropbox.com/s/61rzrm0b9gndt ... D.TOC?dl=0

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I don`t have to create bms script to decompress this archive, please help?
Maybe someone has the free time to help me.
Thanks in advance.
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black_racer, posted Thu Jun 04, 2015 8:11 pm (5557)


Too bad... What method of archive compression is not known?


What are the ways to decode it compression method?
Very interesting models in this game...
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aluigi, posted Thu Jun 04, 2015 8:12 pm (5558)


Exactly, the problem is just the compression because currently I have not found a solution yet.
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black_racer, posted Thu Jun 04, 2015 8:27 pm (5562)


Thanks, I'll try to find a solution.
I will follow the news
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black_racer, posted Sun Dec 25, 2016 12:32 pm (19773)


black_racer wrote:
Hello, it looks like I found the compression method, you could not see it so?
http://www.oberhumer.com/opensource/ucl/
Python UCL https://github.com/jap/pyucl
This confirmation compression method:
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This compression method have the most games in Tokyo Xtreme Racer series.


Wow :D Its script working: http://aluigi.altervista.org/bms/tokyo_xtreme_racer.bms

Again I checked the script and it works but in the end has an error...
It seems the files are extracted not completely

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aluigi, posted Tue Dec 27, 2016 10:43 am (19793)


If my last note of 2015 is correct then I don't think there are and there will be solutions.
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aluigi, posted Tue Dec 27, 2016 11:11 am (19798)


Ah the uclpack compression is fully available in quickbms so I will do another test by using it instead of that old script.
I will keep you updated.
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black_racer, posted Tue Dec 27, 2016 12:11 pm (19800)


Luigi thank you very much
I will wait for news, whether it is possible in theory to obtain UCL as ZIP complete structure, I mean the folders?
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aluigi, posted Wed Dec 28, 2016 9:17 am (19808)


Checked and it's a bug of the game archive.
It states that there is a compressed ucl file of 0x001eb6bb bytes at offset 0x0f631000 while the data located there is about the 16th part of that size.
Even the original uclpack spits out errors on that file.
There are no fields that states that file must be skipped so there is no way to skip it during the extraction except for manually specifying the offset in the script.

Note that ucl is NOT an archive, it's a single compressed nameless file.
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black_racer, posted Wed Dec 28, 2016 12:21 pm (19813)


Luigi, I made a mistake on his carelessness
I made a dump with my licensed copy shutokou battle x [Japan Version], and Hash was another...
I checked again and everything works completely without error ))))
All files extracted, work on the unpacking of this game can be considered ended.
Thank you for your time, without you this would not have been

P.S. Perhaps that correctly extracted only Japanes version game
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aluigi, posted Wed Dec 28, 2016 8:40 pm (19823)


That's a good news.
Anyway I will update the script in the next days for using the uclpack comtype existent in quickbms instead of the code of the script to do the same job ("startfunction uclpack..."). There will be no difference in the extracted files, it's just for using a feature of quickbms that makes the final script shorter and cleaner :)
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aluigi, posted Mon Jan 02, 2017 2:18 pm (19896)


I have just released the script 0.3.1 that uses the embedded uclpack code of quickbms instead of the one written in bms code.
The extracted files are exactly the same of the old script, it's only a way to have a better-looking script.
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Takukun, posted Sun Dec 30, 2018 10:41 pm (41732)


Sorry for reviving this but I'm sad to say the script does not work properly.

We, the dev team from the Shutoko Revival Project, and a couple of other talented heads were trying to get meshes from this game, but it appears the script does not properly decompress the archives and leaves many of the files still encrypted.

We are mainly after the map files as this game has kilometers of laserscanned road not present in other games at this accuracy level.
AFAIK the "build.dat" archive is for cars, meanwhile the "build_crs.dat" is for the "course" - the map.
Attempts were made using tools like the 3D Model Researcher but to no avail.

Data archives:
https://drive.google.com/open?id=1y2DG- ... HGgX-Zhj1y
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aluigi, posted Thu Jan 03, 2019 7:57 am (41845)


As far as I can see by watching some files extracted from build.dat, everything is correct.
All the tga files are correct while the other dat are different types of files like shaders, sequences of float numbers and so on.
There is no compression in the few files I opened.
If you have noticed one specific file please let me know the exact name.

The only "bugged file" is the first extracted file but it's only something to ignore because it's probably part of the header and not something to extract..
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aluigi, posted Sat Jan 05, 2019 9:07 pm (41981)


Try script 0.3.2

In short it's not a bug of the script.
Basically the archive contains many files without uncompressed size so the script correctly dump them.
But the majority of them have OFFSET 0 which is wrong while others uncompressed size 0 that results in empty files.
So the solution is just skipping them.
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Takukun, posted Sun Jan 06, 2019 4:12 pm (41997)


Thanks again for the feedback.
The script skips those files however they still might reference others elsewhere.
It still looks as if something's missing or encrypted, we can't get vertex positions from crs files.
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