Hello,
Please, Can you give me a script to unpack these two files.(.lin) (.dat) (PSP´s files)
File .lin:
https://mega.nz/#!uJ8C0JhJ!6IAaxYYI7WqW ... NhGWGbSOec
File .dat:
https://mega.nz/#!6BUyxAbI!U7A9jTW_3woU ... SNDa9pwNqQ
Thanks.
Danganronpa 1 unpack files
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Re: Danganronpa 1 unpack files
Already exists a script for that DAT archive but the name of the script was wrong, so I merged it with the other main one ("AGAR" magic) and you can use one script for any Danganronpa game and version:
http://aluigi.org/bms/danganronpa.bms
http://aluigi.org/bms/danganronpa.bms
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Re: Danganronpa 1 unpack files
file .lin ? please
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Re: Danganronpa 1 unpack files
There is no content in it, ignore it.
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Re: Danganronpa 1 unpack files
The discussion is old, but dealing about same game in Switch version I have some questions.
- Actually in .lin there's text, how I can edit this files?
- How unpack .TP files? (like [url]DELETED[/url])
- L̶e̶s̶s̶ ̶s̶p̶e̶c̶i̶f̶i̶c̶a̶l̶l̶y̶ ̶(̶b̶u̶t̶ ̶i̶n̶ ̶t̶h̶i̶s̶ ̶g̶a̶m̶e̶ ̶t̶o̶o̶)̶ ̶a̶n̶d̶ ̶m̶o̶r̶e̶ ̶g̶e̶n̶e̶r̶a̶l̶l̶y̶ ̶a̶b̶o̶u̶t̶ ̶U̶n̶i̶t̶y̶,̶ ̶i̶s̶ ̶t̶h̶e̶r̶e̶ ̶a̶n̶ ̶e̶a̶s̶y̶ ̶w̶a̶y̶ ̶t̶o̶ ̶m̶o̶d̶ ̶s̶e̶c̶o̶n̶d̶a̶r̶y̶ ̶t̶e̶x̶t̶u̶r̶e̶ ̶i̶n̶ ̶[̶b̶]̶s̶p̶r̶i̶t̶e̶s̶[̶/̶b̶]̶:̶ ̶i̶n̶g̶a̶m̶e̶ ̶d̶i̶s̶p̶l̶a̶y̶ ̶e̶r̶r̶o̶r̶s̶ ̶o̶c̶c̶u̶r̶ ̶b̶e̶c̶a̶u̶s̶e̶ ̶o̶f̶ ̶s̶p̶r̶i̶t̶e̶s̶ ̶w̶i̶t̶h̶ ̶e̶d̶i̶t̶e̶d̶ ̶t̶e̶x̶t̶u̶r̶e̶s̶ ̶w̶i̶t̶h̶ ̶t̶r̶a̶n̶s̶p̶a̶r̶e̶n̶c̶e̶ ̶(̶w̶i̶t̶h̶ ̶a̶l̶f̶a̶ ̶e̶d̶i̶t̶e̶d̶).
Thanks
- Actually in .lin there's text, how I can edit this files?
- How unpack .TP files? (like [url]DELETED[/url])
- L̶e̶s̶s̶ ̶s̶p̶e̶c̶i̶f̶i̶c̶a̶l̶l̶y̶ ̶(̶b̶u̶t̶ ̶i̶n̶ ̶t̶h̶i̶s̶ ̶g̶a̶m̶e̶ ̶t̶o̶o̶)̶ ̶a̶n̶d̶ ̶m̶o̶r̶e̶ ̶g̶e̶n̶e̶r̶a̶l̶l̶y̶ ̶a̶b̶o̶u̶t̶ ̶U̶n̶i̶t̶y̶,̶ ̶i̶s̶ ̶t̶h̶e̶r̶e̶ ̶a̶n̶ ̶e̶a̶s̶y̶ ̶w̶a̶y̶ ̶t̶o̶ ̶m̶o̶d̶ ̶s̶e̶c̶o̶n̶d̶a̶r̶y̶ ̶t̶e̶x̶t̶u̶r̶e̶ ̶i̶n̶ ̶[̶b̶]̶s̶p̶r̶i̶t̶e̶s̶[̶/̶b̶]̶:̶ ̶i̶n̶g̶a̶m̶e̶ ̶d̶i̶s̶p̶l̶a̶y̶ ̶e̶r̶r̶o̶r̶s̶ ̶o̶c̶c̶u̶r̶ ̶b̶e̶c̶a̶u̶s̶e̶ ̶o̶f̶ ̶s̶p̶r̶i̶t̶e̶s̶ ̶w̶i̶t̶h̶ ̶e̶d̶i̶t̶e̶d̶ ̶t̶e̶x̶t̶u̶r̶e̶s̶ ̶w̶i̶t̶h̶ ̶t̶r̶a̶n̶s̶p̶a̶r̶e̶n̶c̶e̶ ̶(̶w̶i̶t̶h̶ ̶a̶l̶f̶a̶ ̶e̶d̶i̶t̶e̶d̶).
Thanks
Last edited by Rulesless on Fri Dec 10, 2021 2:38 pm, edited 2 times in total.
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Re: Danganronpa 1 unpack files
For TP use this script:
The extract AB files are UnityFS for which you must use the relative tools:
viewtopic.php?f=17&t=12
The LIN file is a bit more complicated, if you are good at it I would suggest you to use a hex editor for manually editing the unicode strings starting from offset 0x3ea.
Not easy and obviously it's not feasible if there are many files, but it's ok if you only want to "try".
The bytes 0xff 0xfe before each string specify the utf16 format so I suppose that without them you can even use utf8 strings doubling the available space.
Obviously, never change the size of the entries and the file.
Code: Select all
# Danganronpa TP
idstring "TP"
get DUMMY byte # 1
get DUMMY long
get FILES long
for i = 0 < FILES
get NAMESZ byte
getdstring NAME NAMESZ
get OFFSET long
get SIZE long
getdstring HASH 16
log NAME OFFSET SIZE
next i
viewtopic.php?f=17&t=12
The LIN file is a bit more complicated, if you are good at it I would suggest you to use a hex editor for manually editing the unicode strings starting from offset 0x3ea.
Not easy and obviously it's not feasible if there are many files, but it's ok if you only want to "try".
The bytes 0xff 0xfe before each string specify the utf16 format so I suppose that without them you can even use utf8 strings doubling the available space.
Obviously, never change the size of the entries and the file.
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Re: Danganronpa 1 unpack files
Thank you so much!
I’m practical with Unity reversing and HEX.
To edit Unity text files that plugins don’t extract, I can recommend Unity Text 2, working on the extracted RAW (.dat), then reimporting back it in the asset.
It’s not very practical, but at least the text space becomes dynamic. It doesn’t work with .lit files.
For sprites, maybe it’s better if I create a specific thread.
I’m practical with Unity reversing and HEX.
To edit Unity text files that plugins don’t extract, I can recommend Unity Text 2, working on the extracted RAW (.dat), then reimporting back it in the asset.
It’s not very practical, but at least the text space becomes dynamic. It doesn’t work with .lit files.
For sprites, maybe it’s better if I create a specific thread.