ROM Hack Devil Survivor Overclocked Modding

Krisan Thyme

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So I decided to take a look into modding this game and its sequel, not sure if anyone else has extensively researched it yet, but I've made some progress so far.

You can use this to unpack the Target.bin container, which holds the majority of the games assets. Most of the assets are stored as CMP, which are compressed with LZ77 and can be decompressed easily with DSDecmp or any other method of your choice.

At this point though, I'm a little stuck when it comes to the textures. The textures when decompressed result in a file with a DMPBM header. Looking through the file listing, I see some already uncompressed files with the extension DBM, which shares the same header. DBM (or DMPBM if you prefer) definitely contain textures, but as of current I am having trouble deciphering them. If anyone else has some insight on it, I'd be interested to hear their findings. Below I've included a RAR containing a CMP and its decompressed DBM (DMPBM) - it should be the texture for the main character's portrait if my hunch is correct.
 

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Surprised there's so little interest, then again I guess ATLUS games always were a bit niche.
In any case, as a small update.. The BGM is stored as WAV, as is all of the voiced dialogue - which is really cool and convenient.
The SE also appear to be WAV, but stored in DAT containers which I haven't looked too closely into yet.

Stage maps are BCMDL, and the fusion artwork for demons is BCTEX - if only all the textures were, eh?
 
So I decided to take a look into modding this game and its sequel, not sure if anyone else has extensively researched it yet, but I've made some progress so far.

You can use this to unpack the Target.bin container, which holds the majority of the games assets. Most of the assets are stored as CMP, which are compressed with LZ77 and can be decompressed easily with DSDecmp or any other method of your choice.

At this point though, I'm a little stuck when it comes to the textures. The textures when decompressed result in a file with a DMPBM header. Looking through the file listing, I see some already uncompressed files with the extension DBM, which shares the same header. DBM (or DMPBM if you prefer) definitely contain textures, but as of current I am having trouble deciphering them. If anyone else has some insight on it, I'd be interested to hear their findings. Below I've included a RAR containing a CMP and its decompressed DBM (DMPBM) - it should be the texture for the main character's portrait if my hunch is correct.

Looking at the DMPBM file you specified, I don't think it's a character sprite. It's only enough data for 4096 pixels, which would be something like 32*128 or 64*64 pixels wide (Much too small for a character sprite). I tried using DSDecmp and got the same output so... either it's not a character sprite or the compressed image isn't being decompressed correctly

Here's the output I got, in 32*128 format. The colour order may be incorrect, but the striping is obvious.
QhKfqpJ.png


If you could possibly link some other examples (Either CMP or Decompressed) I can test further.
 
Apologies if I mislead, I meant to say I suspected it was a portrait, and at those dimensions.. it technically could be, albeit.. sideways? Strange. It'd make more sense if it were 128*32, though even that seems a bit on the small side in terms of width. It was under the tex\face\ directory and based on the naming conventions it looked likely to be main character related.. perhaps not though?

In any case.. I've rar'd up the entirety of the TEX folder here: http://www.mediafire.com/download/8cvj2iyd5qxfh6u/Tex.rar
I also included the UNIT folder, which contains several DBM files here: http://www.mediafire.com/download/v5v1ib8443w7vdm/Unit.rar

I appreciate the help, or hell just the interest alone. This game would be a lot of fun to mod, I feel.
 
Last edited by Krisan Thyme,
Apologies if I mislead, I meant to say I suspected it was a portrait, and at those dimensions.. it technically could be, albeit.. sideways? Strange. It'd make more sense if it were 128*32, though even that seems a bit on the small side in terms of width. It was under the tex\face\ directory and based on the naming conventions it looked likely to be main character related.. perhaps not though?

In any case.. I've rar'd up the entirety of the TEX folder here: http://www.mediafire.com/download/8cvj2iyd5qxfh6u/Tex.rar
I also included the UNIT folder, which contains several DBM files here: http://www.mediafire.com/download/v5v1ib8443w7vdm/Unit.rar

I appreciate the help, or hell just the interest alone. This game would be a lot of fun to mod, I feel.

If it was under faces then it was probably 64*64 pixels, and one of the faces that overlays during the cutscene parts of the game. Given that this was the first though, it's possible it is a debug face used to check if things are working correctly :P
 
If it was under faces then it was probably 64*64 pixels, and one of the faces that overlays during the cutscene parts of the game. Given that this was the first though, it's possible it is a debug face used to check if things are working correctly :P
Heh, you might be right at that. Debug stuff is always a delight to find.
 
Hmm, I think I'll probably dump my cartridge and see what I can gather from poking and prodding the files.

There's an extremely brief and short moment in the Opening Sequence of the Original NDS DeSu where you see that Gin is battling vs you, which AFAIK is impossible since there is not a single time _before_ the 8 Day stories come in where you could have possibly battled Gin, so maybe we'll find some unused story content for one of the routes?
 
Hmm, I think I'll probably dump my cartridge and see what I can gather from poking and prodding the files.

There's an extremely brief and short moment in the Opening Sequence of the Original NDS DeSu where you see that Gin is battling vs you, which AFAIK is impossible since there is not a single time _before_ the 8 Day stories come in where you could have possibly battled Gin, so maybe we'll find some unused story content for one of the routes?

You can battle Gin in Naoya's 7th day if you don't tell him about Aya's connection with the Shomonkai. He'll end up in the fight when you're trying to capture Amane because Azuma'll give him info if he helps out the Shomonkai.
 
I'll need to get around to dumping DS2:RB soon, some of the formats may be the same between them. In the meantime I'm also going to take a look at SMT:IV and P:Q and see how those work. Hopefully if we all put our minds together, we can do some fun things with these games.
 
I was actually in the process of dumping my cart.
I'm hoping I can put in Japanese voices since there in wav format.
 
So I decided to take a look into modding this game and its sequel, not sure if anyone else has extensively researched it yet, but I've made some progress so far.

You can use this to unpack the Target.bin container, which holds the majority of the games assets. Most of the assets are stored as CMP, which are compressed with LZ77 and can be decompressed easily with DSDecmp or any other method of your choice.

At this point though, I'm a little stuck when it comes to the textures. The textures when decompressed result in a file with a DMPBM header. Looking through the file listing, I see some already uncompressed files with the extension DBM, which shares the same header. DBM (or DMPBM if you prefer) definitely contain textures, but as of current I am having trouble deciphering them. If anyone else has some insight on it, I'd be interested to hear their findings. Below I've included a RAR containing a CMP and its decompressed DBM (DMPBM) - it should be the texture for the main character's portrait if my hunch is correct.
More than a little late, but does anybody have the tool that used to be linked in this post? I've been tearing my hair out trying to find a tool which can unpack Overclocked's target.bin.
 
Hi

I was trying to mod the first game and second one on 3ds but have not had much success, but there is a program called atlus packer that is suppose to unpack ds versions of the bin files.

I read it can do the 3ds versions. But atlus packer uses a command window prompt to run so my knowledge on it wont be helpful.
 
Last edited by Serph-DDS,
Hi

I was trying to mod the first game and second one on 3ds but have not had much success, but there is a program called atlus packer that is suppose to unpack ds versions of the bin files.

I read it can do the 3ds versions. But atlus packer uses a command window prompt to run so my knowledge on it wont be helpful.
Whats your point? Make a new thread if you want help. This one was from 2015 no ones going to care much to check here.
 
Sorry just somone commented in this thread this morning was trying to be helpful to them.

I will take your helpful advice on board before I reply again.
 
Last edited by Serph-DDS,
I was coming across this for a way to look into the target.bin

Thanks to CUE and Skye posting the source code with the packer I managed to find the problem and fix it, you need to replace Line 250 I think index0 = (hash & 0x07FF) * 6 + 8; the 6 with 7, the 3ds target.idx seems to be in 7 byte format not 6 so if you change that and build the console app it works for unpacking the target.bin

https://www.mediafire.com/file/1gcqg9ryqc937mq/NDS_Atlus_Packer-CUE-DSO-version.zip/file

I fixed the info too and added the source code if u want to build yourself.

This packer will probably only work on the 3ds DSO game.

Also as a sidenote I found scarlet from xdanieldzd capable of unpacking the decompressed cmp, and finally I got the png out of the game.

What a journey unpacking the game unpacking the bin with fixed packer decompressing the cmp with BatchLZ77 unpacking the decompressed cmp with scarlettestapp...

Finally able to replace the png textures in the game...

happy modding
 
Last edited by haseoo,
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Wow that's amazing ill have to look at this when I get a chance.
On a sidenote, it's been a long long long process of trying to replace the textures, after unpacking the .bin I ran into difficulties, you extract .cmp which are in Lz77 with BatchLZ77 you can decompress then you run into the next problem they're DMPBM but you can unpack them with Scarlet from xdanieldzd on github and get the .png.

Repacking was another huge headache I managed to convert the png into the decompressed cmp by using 3dstex with 3dstex.exe -o rgba8 since the decompressed format is RGBA8, then I had to remove the first 10bytes of the header in Hexeditor and replace them with the original 14 bytes of 44 4D 50 42 4D 03 80 00 00 00 00 01 00 00. You can check if the header is correct by trying to extract the png out of the edited file.

When done you can recompress it with BatchLZ77 and replace the file in the extracted bin you want to mod. You can repack it now with the packer.exe too I had to increase the max offset in the packing operation. You can then replace the target.bin target.idx target.ndx in the extracted files and repack the rom with 3dstoolkit.

What a journey to finally replace the textures but it works :)
 
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