Help Extracting Disney Bolt DBL File

Extraction and unpacking of game archives and compression, encryption, obfuscation, decoding of unknown files
lordchrome
Posts: 25
Joined: Wed Oct 21, 2020 9:24 am

Help Extracting Disney Bolt DBL File

Post by lordchrome »

I've tried to extract the files but have no luck doing so even when searching for tools to extract the files. Tried using DBZ Sagas bms script since that game was also made by avalanche software but that didn't work.


The file signature for the DBL files is 30 00 00 00. I noticed the DBL files for different ports have different names from offset 08 to 0A which is PS2 and GCN (wii). Offset from 08 to 0C if it includes windows which is gbwin (windows). Don't know if that plays a big role but wanted to mention that.


Can anyone help me figure this out with me? Link to the two files are in the link. It contains PS2 and Wii versions of DBL files even though they have the same file signature so anyone can have a better understanding. https://mega.nz/file/upkVGIyS#Rky9nLsyR ... V94dU0fgeM
Shokoniraya
Posts: 416
Joined: Sat Sep 15, 2018 5:22 am

Re: Help Extracting Disney Bolt DBL File

Post by Shokoniraya »

looks like PS2 version is a bitmap based file
differents between PS2 and GC (gamecube?) is endian mode
but in name tag, file is a .tga, and tga is bitmap but just have alpha support (in PS1 or PS2, absolute zero pixel (0x00000000 color) means alpha and in editors, they show it as black color and it's depend to texture bit depth too)

i took a look in 25 to life textures times ago, this files can be multiple too, only way is hex editing, but i can't file texture palette to make a script, i think DBL file can have 3d model too (not sure but i can say that)
lordchrome
Posts: 25
Joined: Wed Oct 21, 2020 9:24 am

Re: Help Extracting Disney Bolt DBL File

Post by lordchrome »

Shokoniraya wrote:looks like PS2 version is a bitmap based file
differents between PS2 and GC (gamecube?) is endian mode
but in name tag, file is a .tga, and tga is bitmap but just have alpha support (in PS1 or PS2, absolute zero pixel (0x00000000 color) means alpha and in editors, they show it as black color and it's depend to texture bit depth too)

i took a look in 25 to life textures times ago, this files can be multiple too, only way is hex editing, but i can't file texture palette to make a script, i think DBL file can have 3d model too (not sure but i can say that)


Looking at the files, this should contain models. Especially since there are different versions for certain characters that say textures, normal textures, and no textures. Also Maps, particles, UI, flares, etc also use this format so this format is used to store those things.