The following image is a labled map of the unedited data file for bodyColorData.bin, in The Denpa Men 3. Each part of the file is segmented off into different identifiers for easier viewing.
The first 64 bytes are a standard header used by most datasets, including a label for the dataset as well as a byte indicating the length of each data segment.
The rest of the file contains the data of the file, sectioned into 16 byte long lines for each Body Color in the game. The first and last columns of bytes are thought to be indicators for line beginnings and endings respectively. The 5 bytes following the first byte serve an unknown purpose, but are notably different on each color. The following byte indicates whether the color is a solid color, a striped color, or a special color, using 0x41, 0x40, and 0x43 respectively. The next 8 bytes indicate each elemental resistance/weakness for the color. In order, the bytes represent the elements Fire, Ice, Wind, Earth, Electricity, Water, Light, and Dark. The elemental resistances/weaknesses are represented by a signed 8 bit integer, and range from the values 0x00-0x09 for resistance, and 0xFF-0xF6 for weakness, where 0x00 is no effect, 0x09 is +9, and 0xF6 is -9.
Body colors are stored in the following order: 1) Black 2) Red 3) Cyan 4) Green 5) Orange 6) Yellow 7) Blue 8) White 9) Red-Cyan 10) Red-Green 11) Red-Orange 12) Red-Yellow 13) Red-Blue 14) Red-White 15) Cyan-Green 16) Cyan-Orange 17) Cyan-Yellow 18) Cyan-Blue 19) Cyan-White 20) Green-Orange 21) Green-Yellow 22) Green-Blue 23) Green-White 24) Orange-Yellow 25) Orange-Blue 26) Orange-White 27) Yellow-Blue 28) Yellow-White 29) Blue-White 30) Purple 31) Silver 32) Gold 33) Pink
It is worth nothing that the 5th byte of each row is marked as 0x00 for all striped colors, and increases from 0x2E-0x39 for all solid colors, starting at red and ending at black. In addition, the 6th byte of each row is always 0x00. It may be possible that status resistances are encoded within the 2nd, 3rd, and 4th bytes of each row.