01-22-2012, 08:10 PM
As of March 30, 2012: This project is complete. However, there are some very old head designs of the main characters from the very first Japanese Inazuma Eleven game. You can use the same method mentioned here if you wish to rip those yourself.
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I am new to this place but I wish to share a project that I am working on. If you're familiar with Inazuma Eleven and its players, you'll know that there are thousands of them in one game alone.
The third game, and the third version, which is The Orge, probably has more than what you can imagine. My exact count for the players' sprites is 2547 (some are repeats of different expressions for headshots). Uniforms or the base has 2 types, one for the player, the other for the goalkeeper, and they have 7 types of body shape, which makes it 14 for each uniform alone.
With 2,547 heads alone plus 1524 body shots, it's impossible for one person to rip them all.
You're probably wondering why I know the exact number of headshot sprites... aren't you? Actually, screw that, I'll show you a tutorial on how I did it.
Stuff needed:
- Tinke ver. 0.8.3.0 (until the new version is out/released to the public, I'm linking to the post of the creator of the program who shared to me the latest version)
- NET Framework ver 3.5 (you won't be able to use Tinke without this)
- Your own IE3 Orge ROM (BOEJ) (sorry, not posting links for this for the obvious reason)
How it works:
- Once you got Tinke working and got yourself the IE3 Orge, you can open the ROM directly from there. (You may want to change the language to English via the Language interface, as the default language is Spanish atm and restart the program again).
You will see something like this.
- Now go to dataiz -> face2d. You will see this.
Right now, the important things here are fab.pkb (this is where the body shots/uniforms are) and fac.pkb (this is where the faces of ALL the characters (including minor ones) are stored). I boxed map2d, of course you'll know what it is for if you ever decide to rip the preview map (the one that you see on the upper screen of the DS) of the game. But for now, I'll show you how the headshot ripping is done.
- Let's rip off a uniform/body shot first. First, select fab.pkb and press Unpack. You will see more files inside this. And this is where I got my number of body shots alone. It'll look something like this.
- For this tutorial, select File0.pac_ and press Unpack. You'll see that there's another file inside it of the same name. Select that file and press Unpack for the last time. Now, you will see that there are 4 files inside it. You should see something like this.
We only need 3 of these. As you can see from this pic, I already labeled what we needed. The first one is the palette, the second is the map, and the third is the tile. But in opening this, the order is actually Palette -> Tile -> Map.
- Let start with the palette. Make sure the Windowed Button is not Selected or active or you will have cluttered windows in your desktop. Select File0 - 0.bin and then press Open As and click on Palette. You will see something like this.
To make your life easier, you can also press P on your keyboard and you'll automatically see the palette the same way as in the image.
- Next, we go to the Tile. Select File0 - 2.bin and then press Open As and click on Tile. Now, you will see something like this.
There's also a keyboard shortcut for this, just Press T to achieve the same effect. As of the moment, you can see it looks messed up. This is where the last one comes into play, the Map.
- Select File0 - 1.bin and then press Open As and click on Map (Or you can use the keyboard shortcut by Pressing M). You will see the pieces come together, but still something looks wrong. Now, you must change the width and height to 64x64. Once you've done that, you will see this.
This one is the Normal Body for the Raimon uniform. Now you can Print Screen and Paste in an image editor like Paint (I use Photoshop cause it's easier for me). You can do the same technique with the headshots, just start with fac.pkb instead of fab.pkb.
NOTE: This is also the same for the maps/overworlds, as I've selected earlier. Just follow the same instructions (just ignore the changing of width and height as it is automatic) and you'll get yourself a nice blank map/tile or something. (I am clueless to what you really call these things OTL). You can keep experimenting and find other things to rip, just as long as you remember these instructions. SPF file extension is still under development from the creator of the program, so let's just wait until he makes a new revision or something.
Now you know how to rip IE sprites, I wish to propose a project. As there are 2,547 headshots, it would be best if this is done by 200s for each sprite sheet. Anyone is welcome to join this project, just state the number of where you'll be starting with the headshots so we don't have repeats. I'll keep this first post updated and list the people working on what range of files.
And with that, here ends my post. If you're interested, post away, I'd appreciate it. (Note that I can only reply in the weekends due to hectic work schedules... OTL)
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I am new to this place but I wish to share a project that I am working on. If you're familiar with Inazuma Eleven and its players, you'll know that there are thousands of them in one game alone.
The third game, and the third version, which is The Orge, probably has more than what you can imagine. My exact count for the players' sprites is 2547 (some are repeats of different expressions for headshots). Uniforms or the base has 2 types, one for the player, the other for the goalkeeper, and they have 7 types of body shape, which makes it 14 for each uniform alone.
With 2,547 heads alone plus 1524 body shots, it's impossible for one person to rip them all.
You're probably wondering why I know the exact number of headshot sprites... aren't you? Actually, screw that, I'll show you a tutorial on how I did it.
Stuff needed:
- Tinke ver. 0.8.3.0 (until the new version is out/released to the public, I'm linking to the post of the creator of the program who shared to me the latest version)
- NET Framework ver 3.5 (you won't be able to use Tinke without this)
- Your own IE3 Orge ROM (BOEJ) (sorry, not posting links for this for the obvious reason)
How it works:
- Once you got Tinke working and got yourself the IE3 Orge, you can open the ROM directly from there. (You may want to change the language to English via the Language interface, as the default language is Spanish atm and restart the program again).
You will see something like this.
- Now go to dataiz -> face2d. You will see this.
Right now, the important things here are fab.pkb (this is where the body shots/uniforms are) and fac.pkb (this is where the faces of ALL the characters (including minor ones) are stored). I boxed map2d, of course you'll know what it is for if you ever decide to rip the preview map (the one that you see on the upper screen of the DS) of the game. But for now, I'll show you how the headshot ripping is done.
- Let's rip off a uniform/body shot first. First, select fab.pkb and press Unpack. You will see more files inside this. And this is where I got my number of body shots alone. It'll look something like this.
- For this tutorial, select File0.pac_ and press Unpack. You'll see that there's another file inside it of the same name. Select that file and press Unpack for the last time. Now, you will see that there are 4 files inside it. You should see something like this.
We only need 3 of these. As you can see from this pic, I already labeled what we needed. The first one is the palette, the second is the map, and the third is the tile. But in opening this, the order is actually Palette -> Tile -> Map.
- Let start with the palette. Make sure the Windowed Button is not Selected or active or you will have cluttered windows in your desktop. Select File0 - 0.bin and then press Open As and click on Palette. You will see something like this.
To make your life easier, you can also press P on your keyboard and you'll automatically see the palette the same way as in the image.
- Next, we go to the Tile. Select File0 - 2.bin and then press Open As and click on Tile. Now, you will see something like this.
There's also a keyboard shortcut for this, just Press T to achieve the same effect. As of the moment, you can see it looks messed up. This is where the last one comes into play, the Map.
- Select File0 - 1.bin and then press Open As and click on Map (Or you can use the keyboard shortcut by Pressing M). You will see the pieces come together, but still something looks wrong. Now, you must change the width and height to 64x64. Once you've done that, you will see this.
This one is the Normal Body for the Raimon uniform. Now you can Print Screen and Paste in an image editor like Paint (I use Photoshop cause it's easier for me). You can do the same technique with the headshots, just start with fac.pkb instead of fab.pkb.
NOTE: This is also the same for the maps/overworlds, as I've selected earlier. Just follow the same instructions (just ignore the changing of width and height as it is automatic) and you'll get yourself a nice blank map/tile or something. (I am clueless to what you really call these things OTL). You can keep experimenting and find other things to rip, just as long as you remember these instructions. SPF file extension is still under development from the creator of the program, so let's just wait until he makes a new revision or something.
Now you know how to rip IE sprites, I wish to propose a project. As there are 2,547 headshots, it would be best if this is done by 200s for each sprite sheet. Anyone is welcome to join this project, just state the number of where you'll be starting with the headshots so we don't have repeats. I'll keep this first post updated and list the people working on what range of files.
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