3/14/2003
MiteeXPR Readme

Well, here is beta3 of my XPR/AFS ripper, designed specifically for DOA3 and DOA Extreme Beach Volleyball.  To use, you will have to get at the AFS or XPR files.  In the case of the DOA3 Booster disk these are already on your Xbox hard drive in the E:\TDATA\54430001 (US version) or E:\TDATA\4d53002d (PAL Version) directory.  If you want the other files you will have to download an AFS extractor first, and then you can rip the XPR's.



GREETZ
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A special Thanks to _Mirage_ for his invaluable information on the .XPR file format.  This would not have been possible without him!!

Also to cyber35 for re-opening the old Fluke Booster site, and everyone at xbox-saves!!

And to xboxhacker (Hawaiian Dude) for some VB tips and tricks



What's new in Version 3
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-(HUGE NEW FEATURE) Can now Rip/Inject directly into AFS files!!!
-Can now select a different working directory for rip/inject functions
-Added Status Windows so you can tell the program is doing something
-INI file is generated at runtime so you don't have to worry about it anymore
-Apparently I needed to send the Form file as well as the source code so that's all in the package now for those who want to see my sloppy code


What's new in Version 2
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- (HUGE NEW FEATURE) Added Inject Button - Fully automated patching of the original XPR!!
- Added the output filename in the report to make it easier to identify individual textures 
- Fixed bad Header generation - (again, thanks to _Mirage_ for this one!!)



Usage Instructions
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To Rip Files:
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1.  Unzip all the files in a directory on your PC.  Make sure the MiteeXPR.ini file is in the same directory as the MiteeXRP.EXE or it won't work properly.  

You might also need the VB6 Runtime Libraries from Microsoft at:
http://download.microsoft.com/download/vb60pro/Redist/sp5/WIN98Me/EN-US/vbrun60sp5.exe  I've also heard some people have needed a new some other dll's.  Hopefully they won't be hard to find somewhere on the Net.

2.  Open the MiteeXPRv3.exe and browse for the .XPR or .AFS file you want to rip.  You can also select a working directory for the files to be dumped to.

3.  Click the RIP!! button and wait until the DONE!! appears.  Be warned if you select an AFS you could be there a while (upwards of 20+ minutes!!)

4.  That's it!!  You can rip as many files as you want.  When finished close the app with the DONE!! button or the X in the corner

5.  The ripped files will be in DDS format in the directory you specified - you will need a DDS plugin for Adobe Photoshop or similar program to view/edit them.  I would recommend not converting the files to JPG or Bitmap since you will lose the Alpha Channel data.  There will also be a report called (filename).xpr-report and will give you info such as header size and offset information.

Editing Files
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1.  Once you have edited your file, you can now save it in Photoshop.  First check your report to see what type of texture you are working with. (as either DTX1 with 1 Alpha Bit or DXT4/5)  

You may need the PhotoShop DDS plugin available at:
http://developer.nvidia.com/view.asp?IO=ps_texture_compression_plugin

2.  First merge all of your layers into the background or you can't save as a .DDS

3.  Choose DDS as your file type.

4.  If the texture is a DXT1 in the report, choose DXT1 with 1 alpha bit, and choose no mip-maps (it wants to generate mip maps by default)

5.  If the texture is a DXT4, choose DXT5 with no mip-maps

Automatic Merging Files back into the XPR/AFS
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1.  To insert the new file, place it in any directory and choose that working directory in the program.  Make sure it has the same naming convention as the original ripped file.  For example, if you file was called tina.xpr and the texture you modified was called tina.xpr-13.dds, make sure it has that name again.  If you had renamed your XPR for any reason the texture must be renamed to fit the format.  In the case of AFS injection, you must use the original file name!!

2.  VERY IMPORTANT:  Your modified texture should be EXACTLY the same size and have the same number as the original or I can't guarantee your results.  The program re-reads the XPR to determine texture position and size and only copies the exact number of bytes back to the file.  If you try adding alpha channels to a non-alpha texture it may work, but you would also have to change all the offsets in the original XPR and I don't want to get into that right now.

3.  Choose your target XPR/AFS with the browse button, pick your working directory, and hit the Inject!! button.  The program will insert any textures in that directory that it finds into the appropriate offset.  The program will skip any textures not present so you don't have to have them all in the directory.


****IMPORTANT!!*****  
I would HIGHLY recommend not re-injecting all the textures from an AFS file!!  While it will work, you will be sitting there a LONG time, so you are better off just copying your changed files to a new directory and injecting from there - MUCH quicker!!  Plus I have a bug with Mip-mapped textures 
****IMPORTANT!!*****



4.  For DOA3 booster, FTP the file back to your xbox into the E:\TDATA\54430001 directory.  For PAL version the directory is E:\TDATA\4d53002d.  You can also rename your cat/xpr to any hex digits and it should load.  For instance, if your original was tin01.xpr, you can rename the files to tinA1 or tinA5, whichever is next in order and it should still load.  Remember to back up your original files somewhere just in case!!

5.  You can re-inject into the DOAXVB XPR's but it probably won't do you any good because they are in turn packed into an AFS file, so that would be a manual process right now.  The same applies to the DOA3 original character files which are packed into the file LOADFILE.AFS.

6.  Start DOA3 and pick your costume - if you did it right you should see your modified texture on the character!!  I have included some jpgs of Leon, done in under 5 minutes from start to finish using this program and Photoshop.



Future Features (When I get to them)
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- Adding a BROWSE window for the AFS file so you can extract only specific XPR's
- Extraction for the model files (Once someone figures out how to do it)
- Add Hash algorithm (if needed) to keep DOAVB authenticity check

Right now DOAVB isn't totally cracked so don't expect your textures to work, but a lot of work is going on at xbox-saves and I'm sure it will be cracked soon.  In the meantime you can go hog-wild on DOA3 and/or the Booster

Also included is my sloppy VB code for those of you interested in programming.  Don't blame me if it sucks - I just learned VB yesterday specifically for this program.


Stay tuned to xbox-saves and http://doa3booster.bravepages.com/ for updates.

MiteeThoR