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Programming Info

  • Language: C++
  • Main Game Library: DX Library 3.05f (wrapper for DirectX) https://dxlib.xsrv.jp/dxfunc.html
  • .dat Compression method: Still unknown, devs used a tool from DX Library apparently

Source: Interview with Yorito Kasugano (BBBR developer) https://discord.com/channels/1178068657180516372/1178068658157797479/1277668546847178783

Meter Cheat Table: https://discord.com/channels/1178068657180516372/1178075878715048077/1307626292681773066

.dat Files

The .dat files can be read with GARbro (Game Archive Resource Browser): https://github.com/morkt/GARbro

The files can be human-readable by changing the encoding to Japanese (Shift-JIS).

.dat Files Nomenclature

_xxx_vc = voice
_xxx_sce = scenario
_xxx_scr = script
_xxx_pct = sprites + graphical assets

Missing files

If a file is missing from the .dat, the game will fetch uncompressed files in the directory, so it is possible to edit the sprites without having to recompress (nor knowing the compression method either!)

This also works from the opening movie BBBR_op.wmv, and in the case it is absent, the game still runs as intended.


Setting the game in Debug Mode

BBBR already come shipped with a debug mode that can be activated manually. From the cmd, simply launch the game with arg -d:

BBBR.exe -d

In Training Mode, these features become available:

  • F1: kill player 1
  • F2: kill player 2
  • F3: kill both players
  • F4: enable hitboxes
  • F5: player info view (p1/p2)
  • F6: ui debug
  • F10: pause