Hacking How I decode this *.e files ? (Danball Senki BOOST)

  • Thread starter Thread starter MilsamFroste
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when i make a spreadsheet, the sheet name is the file name in that case i will use "ak_street00_00e". for the offset adress I only use the beginning of the text address in here "0x0057B36" not "0x0057B30" here in column B, in C column here "offset end" will always be the start address of the next text. no need to do that and line/text end code is 00 and 0a is next line.
So, if I understand it right (because to being honest i ended a bit confused xd) your recomendations are:

-The Spread Sheet File Name will be the same that the original .e file one (i was planning to do a complete spread sheet, but now that i think it, a spread sheet having separates spread sheets don't sound Bad xD)

-Having the columns of "Offset End" is unnecesary because the end of every line is always the start of the New line. So just put the Offset Start to speed up and optimize the process.

-The text Will always explain when a text end completly or is just indicates the start of other line in the text. (This is a bit weird because to me sometimes appear things like 3D 00, or other in that blank spaces. What that means exactly ?)
now when inserting text the offset start will change depend on the text to be inserted. you need 2 copy. always have a original copy back up
So, you are telling me to always have a backup of every spread sheet.
In this case, i think that we should make a "translation" one to have a more precise record of that. (In other words, meanwhile we add the text in the Hex File. We create a second spread sheet dedicated exclusive to mantain a record of the Offset of the translated lines of text inserted in the .e file.
In this case, we Will have a total of 3 Spread sheets. Maybe 4 if we made a backup of the idea of the "translation" one)

Also, we should explain in a text file or something like that in what place takes the dialogues of every .e file ? The "Ak_street00" one i know that is Akihabara because is mentioned many times in the same archive and there a few references to the Hokoten Tournament that occurs there.
 
Also, we should explain in a text file or something like that in what place takes the dialogues of every .e file ? The "Ak_street00" one i know that is Akihabara because is mentioned many times in the same archive and there a few references to the Hokoten Tournament that occurs there.
Yeah we can make a small note just for convenience. From what I saw, story cutscenes are stored in tl_*.e files (so i guess that probably stands for timeline or something like that.
Post automatically merged:

Btw, seems like these repeating patterns are pointers you told about.
But how to edit them is another question I don't have answer for... But when we figure that out, we'll deal with our biggest problem - dialogs editing.

1784752209899.png
 
Last edited by Cherryoin,
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Yeah we can make a small note just for convenience. From what I saw, story cutscenes are stored in tl_*.e files (so i guess that probably stands for timeline or something like that.
Post automatically merged:

Btw, seems like these repeating patterns are pointers you told about.
But how to edit them is another question I don't have answer for... But when we figure that out, we'll deal with our biggest problem - dialogs editing.

View attachment 583118
How You know that these pattern are the Pointers?. I still don't understand what are those columns that we see in the Hex Editor. And if they are Pointers if should be a way to edit them
 
How You know that these pattern are the Pointers?.
I asked AI and it said that pointers should look like repeating patterns above the dialogs or in beginning of the file. I showed it a screenshot above and it confirmed that it's pointers.
Post automatically merged:

Got some peak games for my PSP-1001 🔥




IMG_20260724_000236.jpg
 
Last edited by Cherryoin,
Yeah we can make a small note just for convenience. From what I saw, story cutscenes are stored in tl_*.e files (so i guess that probably stands for timeline or something like that.
Post automatically merged:

Btw, seems like these repeating patterns are pointers you told about.
But how to edit them is another question I don't have answer for... But when we figure that out, we'll deal with our biggest problem - dialogs editing.

View attachment 583118
Which file is this?
From what i've seen, the *.e files are an archives files. There's 1 pointer at 0x10 which points to the first file, and another pointer at 0x14 pointing to the end of all files and start of adicional data of the .e
Each pointer are relative to 0x18
 
Which file is this?
From what i've seen, the *.e files are an archives files. There's 1 pointer at 0x10 which points to the first file, and another pointer at 0x14 pointing to the end of all files and start of adicional data of the .e
Each pointer are relative to 0x18
tl_01_00300.e
Very first cutscene when Van comes late to the shop.

From what i've seen, the *.e files are an archives files.
They aren't archives since we can open them and freely edit via hex editor, and they work after that
 
tl_01_00300.e
Very first cutscene when Van comes late to the shop.


They aren't archives since we can open them and freely edit via hex editor, and they work after that
Is an archive type. What you are editing is the .btx inside the .e file. There aren't compressed, but joined next to the other file with 0 padding/alignment. Something like .tar

1784847709113.png
1784847721104.png
1784847731963.png


I will try extract the files, so then we can use the btx tool for editing the text
 
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Is an archive type. What you are editing is the .btx inside the .e file. There aren't compressed, but joined next to the other file with 0 padding/alignment

View attachment 583263View attachment 583264View attachment 583265

I will try extract the files, so then we can use the btx tool for editing the text
Oh... That changes a lot.
Good luck with extracting the files!! And big thanks for your help. Your contribution is very important to the entire LBX fandom.
 
Is an archive type. What you are editing is the .btx inside the .e file. There aren't compressed, but joined next to the other file with 0 padding/alignment. Something like .tar

View attachment 583263View attachment 583264View attachment 583265

I will try extract the files, so then we can use the btx tool for editing the text
Silly question, what Hex Editor are you using ?
That looks a Lot less eye suffering that the one that i using. I found one pretty similar that was Im Hex, but My PC is that Bad that isn't able to run the program without dying in the process.
 

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