Post by JADERLINK on Mar 19, 2023 9:30:47 GMT 10
Another program of extract and repack of the .UDAS .DAT .MAP files
Note: the topic is being translated by google translator, because I only know Portuguese Brazil.
Program intended for extracting and repackaging dat/udas/map files from RE4 for the PC (ubisoft/steam) and PS2 versions.
I created this program as an alternative to other programs that have the same proposal.
DATUDAS_EXTRACT
Destined to extract the dat/udas/map files, the program will create a folder with the name of the file, which will contain the extracted files (without the existence of subfolders), and will also generate two files: ".idxJ" (which is a program's own format) and ".idx" (which is the same as the version of "Son of Persia" and "MarioKartN64").
To recompile the file, only one of the .idx* files will be used.
DATUDAS_REPACK
Destined to reconstruct the dat/udas/map files, it accepts as input the files ".idx" or ".idxj", you only need 1 of the two, see the file specifications below.
.idxJ file
Explanation of the file, I will use the file "r100.udas" as an example as a reference, when extracting it will generate the file "r100.idxJ" (and the file "r100.idx" which will be explained below) a folder with the name " r100" which will have the extracted files in it (no subfolders).
idxJ content
Note: Content with // is informational and does not exist in the original file
Note2: to make comments in the file use the character colon ":"
.idx file
Read the explanation above.
The explanation of this file is defined, as it is understood by my program and not as it was originally thought by "Son of Persia" and "MarioKartN64".
idx content
Note: Content with // is informational and does not exist in the original file
Comparison to other Programs
* I created the program because of some problems with the "MarioKartN64" version:
* His version creates two folders (the main one and a subfolder), and my version creates just one folder.
* When repackaging the Udas file, the .idx file is not considered, but all the files that are in the subfolder are placed, and my version follows what is in the .idx file
* My version does NOT create a backup, unlike the "MarioKartN64" version.
* The file he named "DAS" is named SND, just like the "Son of Persia" version.
* Added compatibility with Dat and Map files, basically inside udas there is a Dat file, and the Map file is a dat file with another extension.
DOWNLOAD
github.com/JADERLINK/JADERLINK_DATUDAS_TOOL/releases
Project Link:
github.com/JADERLINK/JADERLINK_DATUDAS_TOOL
Note: the topic is being translated by google translator, because I only know Portuguese Brazil.
Program intended for extracting and repackaging dat/udas/map files from RE4 for the PC (ubisoft/steam) and PS2 versions.
I created this program as an alternative to other programs that have the same proposal.
DATUDAS_EXTRACT
Destined to extract the dat/udas/map files, the program will create a folder with the name of the file, which will contain the extracted files (without the existence of subfolders), and will also generate two files: ".idxJ" (which is a program's own format) and ".idx" (which is the same as the version of "Son of Persia" and "MarioKartN64").
To recompile the file, only one of the .idx* files will be used.
DATUDAS_REPACK
Destined to reconstruct the dat/udas/map files, it accepts as input the files ".idx" or ".idxj", you only need 1 of the two, see the file specifications below.
.idxJ file
Explanation of the file, I will use the file "r100.udas" as an example as a reference, when extracting it will generate the file "r100.idxJ" (and the file "r100.idx" which will be explained below) a folder with the name " r100" which will have the extracted files in it (no subfolders).
idxJ content
Note: Content with // is informational and does not exist in the original file
Note2: to make comments in the file use the character colon ":"
{Spoiler}{Content Spoiler}:###############################
:### JADERLINK DATUDAS TOOL ###
:###############################
// version identification of extract program
TOOL_VERSION:V01
//FILE_FORMAT, format of the file to be recompiled
// with supported formats: UDAS, DAT, MAP
FILE_FORMAT:UDAS
//UDAS_TOP, optional file, does not exist for DAT/MAP files
// represents the udas header,
// if the file exists, the necessary information will be superimposed,
// if the file does not exist, the program will generate its own header.
UDAS_TOP:r100\r100_TOP.HEX
// amount of files that go in Dat/Map,
// if it is a Udas file,
//know that there is a dat file inside Udas
DAT_AMOUNT:51
// list of files, to add new files, just follow the pattern
DAT_000:r100\r100_000.CAM
DAT_001:r100\r100_001.SAT
DAT_002:r100\r100_002.LIT
DAT_003:r100\r100_003.LIT
*
* // content omitted
*
DAT_048:r100\r100_048.FCV
DAT_049:r100\r100_049.FCV
DAT_050:r100\r100_050.FCV
//UDAS_SOUNDFLAG: unique Udas tag,
// if it exists, it means that there is an SND file at the end of the Udas file
// its absence, there will not be a file at the end of the Udas file
UDAS_SOUNDFLAG:4
// UDAS_MIDDLE, optional file, unique to Udas,
// represents the bytes between the Udas dat and snd files,
// are data ignored by the game
UDAS_MIDDLE:r100\r100_MIDDLE.HEX
// UDAS_END, location of the file at the end of Udas,
// would be the SND/DAS file,
//note: the file format is indifferent to the program
UDAS_END:r100\r100_END.SND
// texts starting with : are just comments
:END_FILE
:### JADERLINK DATUDAS TOOL ###
:###############################
// version identification of extract program
TOOL_VERSION:V01
//FILE_FORMAT, format of the file to be recompiled
// with supported formats: UDAS, DAT, MAP
FILE_FORMAT:UDAS
//UDAS_TOP, optional file, does not exist for DAT/MAP files
// represents the udas header,
// if the file exists, the necessary information will be superimposed,
// if the file does not exist, the program will generate its own header.
UDAS_TOP:r100\r100_TOP.HEX
// amount of files that go in Dat/Map,
// if it is a Udas file,
//know that there is a dat file inside Udas
DAT_AMOUNT:51
// list of files, to add new files, just follow the pattern
DAT_000:r100\r100_000.CAM
DAT_001:r100\r100_001.SAT
DAT_002:r100\r100_002.LIT
DAT_003:r100\r100_003.LIT
*
* // content omitted
*
DAT_048:r100\r100_048.FCV
DAT_049:r100\r100_049.FCV
DAT_050:r100\r100_050.FCV
//UDAS_SOUNDFLAG: unique Udas tag,
// if it exists, it means that there is an SND file at the end of the Udas file
// its absence, there will not be a file at the end of the Udas file
UDAS_SOUNDFLAG:4
// UDAS_MIDDLE, optional file, unique to Udas,
// represents the bytes between the Udas dat and snd files,
// are data ignored by the game
UDAS_MIDDLE:r100\r100_MIDDLE.HEX
// UDAS_END, location of the file at the end of Udas,
// would be the SND/DAS file,
//note: the file format is indifferent to the program
UDAS_END:r100\r100_END.SND
// texts starting with : are just comments
:END_FILE
.idx file
Read the explanation above.
The explanation of this file is defined, as it is understood by my program and not as it was originally thought by "Son of Persia" and "MarioKartN64".
idx content
Note: Content with // is informational and does not exist in the original file
{Content Spoiler}//FileCount, total amount of dat file plus final udas file
FileCount = 52
//SoundFlag, if the tag does NOT exist, a .DAT file will be generated
// if the tag exists, a .UDAS file will be generated
// where if the value is 4, the last file in the listing below
// will be the final file (SND/DAS) of the Udas file
// and if the value is 0 or -1, there will not be a final file in Udas
SoundFlag = 4
// list of files, to add new files, just follow the pattern
File_0 = r100\r100_000.CAM
File_1 = r100\r100_001.SAT
File_2 = r100\r100_002.LIT
File_3 = r100\r100_003.LIT
*
* // content omitted
*
File_48 = r100\r100_048.FCV
File_49 = r100\r100_049.FCV
File_50 = r100\r100_050.FCV
// if "SoundFlag = 4" the last file will be the Udas SND/DAS file
File_51 = r100\r100_END.SND
FileCount = 52
//SoundFlag, if the tag does NOT exist, a .DAT file will be generated
// if the tag exists, a .UDAS file will be generated
// where if the value is 4, the last file in the listing below
// will be the final file (SND/DAS) of the Udas file
// and if the value is 0 or -1, there will not be a final file in Udas
SoundFlag = 4
// list of files, to add new files, just follow the pattern
File_0 = r100\r100_000.CAM
File_1 = r100\r100_001.SAT
File_2 = r100\r100_002.LIT
File_3 = r100\r100_003.LIT
*
* // content omitted
*
File_48 = r100\r100_048.FCV
File_49 = r100\r100_049.FCV
File_50 = r100\r100_050.FCV
// if "SoundFlag = 4" the last file will be the Udas SND/DAS file
File_51 = r100\r100_END.SND
Comparison to other Programs
* I created the program because of some problems with the "MarioKartN64" version:
* His version creates two folders (the main one and a subfolder), and my version creates just one folder.
* When repackaging the Udas file, the .idx file is not considered, but all the files that are in the subfolder are placed, and my version follows what is in the .idx file
* My version does NOT create a backup, unlike the "MarioKartN64" version.
* The file he named "DAS" is named SND, just like the "Son of Persia" version.
* Added compatibility with Dat and Map files, basically inside udas there is a Dat file, and the Map file is a dat file with another extension.
DOWNLOAD
github.com/JADERLINK/JADERLINK_DATUDAS_TOOL/releases
Project Link:
github.com/JADERLINK/JADERLINK_DATUDAS_TOOL