(03-14-2009, 01:36 PM)deathbringer Wrote: [ -> ]Are you opening it from the disc itself? If so, copy the file to your hard drive, remove the read-only attribute, and then try opening that file.
It's a NCGR file which I extracted the files with Tahaxan, strangely they work on Molester but crash on Tahaxan itself. Sorry if I should have been more clearer.
Still check to see if read-only is on, if so, uncheck it.
(03-14-2009, 01:29 PM)Yawackhary Wrote: [ -> ]I tried the new version and it is even better than before (I can now rip some arcade games like My Hero and Wonder Boy in Monster Land that I couldn't before), at this rate I'll stop using TileMolester which I still do on some cases. Speaking of which, in the next version, will there be a 3 Bit per Pixel Format? It's just that some Master System/Game Gear and I believe Sega arcade games use that.
Do you happen to have an example file? I could try to make something and release it, but I'd rather test it first. (and I don't really feel like searching all MS/GG and arcade games for the rare game that uses that format ;])
Quote:Anyway I got this error while trying to open the files from Donkey Kong Jungle Climber:
[...]
Knowing me, I probably forgot to do something.
It seems I overlooked that the Lua interpreter has some dependencies on the VisualC++ Runtime library, which could be the cause of that error (download it
here).
(another possibility would be that the provided lua51.dll file isn't in the same folder as the program any more)
Example of 3bpp? I know for sure Final Fantasy IV (SNES version) stores the enemy graphics as 3bpp planar, composite, which would only work if you implement composites.
The ones that I can think of that are 3bpp are James Bond 007: The Duel (just Bond), Virtua Fighter Animation (the fighters) that I ripped, Cyber Shinobi also uses it. Theres probably more though.
Also installing that VisualC++ Runtime library did the trick, it still comes up with an error message but I can open and see the file which is good. Thanks.
Added a batch of Summon Night: Swordcraft Story (1) sprites. (some sheets already have a version on the site, but these have been tileripped)
Crikey, dude, this is awesome!
We've wanted these forever!! Nice one!!
No sprite submission today, but the revelation of another tool I made;
DSDecmp.
This command-line program can decompress the common compression formats used in the DS & GBA:
- Huffman compression
- Run-Length Encoding
- LZ77/LZSS compression (both flag 0x10 and 0x11)
- 'None' (does not compress or alter data, but is sometimes used. the format only prepends 4 bytes (1 byte 0x00, the other the original file size))
Part of this tool has been done for a while, but the 0x11 flag LZ77/LZSS compression wasn't documented anywhere and thus took 'somewhat' longer.
Usage:
Code:
DSDecmp infile outfolder [maxlen]
or:
Code:
DSDecmp infolder outfolder [maxlen]
maxlen is a hexadecimal number. All files that would be larger than that value when decompressed will not be decompressed.
If an error/exception occurs, the message is shown in the console, and you'll have to press enter to continue.
Also note that subfolders will be ignored if a folder is given as input, and files in the
outfolder will only be overwritten if the input file is being copied (which happens when the file format is not recognized).
What games have you tested it for?
For one, Megaman StarForce 3 (0x11 LZSS), but also Xenosaga I&II (RLE), the Summon Night Swordcraft Story games (Huffman), and various random games with the default 0x10 LZSS compression.
Can you try Zx and Advent? If that theory we had is right and the letter files are backgrounds, that could blow the door open for getting the background tiles.
I did that for ZXA a while ago;
http://www.sprites-inc.co.uk/forum/showt...306665#136
I'm waiting with uploading the ZX set of files until I can unpack those files without having to do it manually, as there are still some packages with compressed parts inside the 'letter files'.
Oh, must have over looked it then.
So uh... I might sound stupid, but... Is there any reason you can't add more compressed languages to this in the future?
(04-13-2009, 12:00 PM)Dazz Wrote: [ -> ]So uh... I might sound stupid, but... Is there any reason you can't add more compressed languages to this in the future?
None at all.