10-18-2012, 06:00 AM
I thought to make this thread instead of a new one for every program I make. The VGSC thread will still be used (linked to below) since it's already there and I know people use it, but this is just for stuff I make that people might want to use. And if not then they can at least see what I can do.
Here are the apps. Most of them are Adobe AIR apps so you'll need the AIR runtime to run them. While I've only personally tested them on Windows, you can see which platforms their current releases are available for in their respective "Download Links" sections.
VGSC(Video Game Sound Converter)
Converts a wide range of video game audio formats to .wav. See the VGSC thread for info and downloads.
Palettifier
Background Remover
If you have any comments, complaints, critique or questions, feel free to post below (or PM me if you prefer). Bug reports or the like are also really helpful.
Enjoy!
Here are the apps. Most of them are Adobe AIR apps so you'll need the AIR runtime to run them. While I've only personally tested them on Windows, you can see which platforms their current releases are available for in their respective "Download Links" sections.
VGSC(Video Game Sound Converter)
Converts a wide range of video game audio formats to .wav. See the VGSC thread for info and downloads.
Palettifier
Palettifier allows you to take a sprite sheet and convert it to an alternative palette given on that sheet, by selecting two identical frames with different palettes. Left click to select the frame with the original palette, and hold down shift and left click to select the frame with the new palette. Hit "Palettify" and you'll see the result. Note that the two frames must be IDENTICAL apart from their palettes, otherwise you'll get weird results. In any case you won't be able to click "Palettify" unless the two selections are the same size.
Originally made it for Davy Jones here. Previous' Recolour is a very good program too, if not better, so I'd recommend checking that out.
Originally made it for Davy Jones here. Previous' Recolour is a very good program too, if not better, so I'd recommend checking that out.
Background Remover
This removes background from one or more images, given you have the original background. I primarily made it to help sprite rippers in the case that they can't disable background layers but are able to grab the patch of background where the sprite will be. It also allows removal of a single colour, in the case that you can remove layers but you don't want to remove them by hand.
How to use it is pretty self-explanatory but see the ReadMe for instructions if need be.
Please note that the background image used must be exactly the same as the background from the images you're removing from. The images must also be the same size and the top-right point of the images must be at the same location. In essence, background must be the same image as the one with the sprite, but without the sprite.
This is a very important point that I want to stress but unfortunately it's not easy to explain. Hopefully I will come up with an illustrated ReadMe in the future, but for now please see the screenshots.
(When using a colour as a background this doesn't matter, the size and location of images can vary.)
How to use it is pretty self-explanatory but see the ReadMe for instructions if need be.
Please note that the background image used must be exactly the same as the background from the images you're removing from. The images must also be the same size and the top-right point of the images must be at the same location. In essence, background must be the same image as the one with the sprite, but without the sprite.
This is a very important point that I want to stress but unfortunately it's not easy to explain. Hopefully I will come up with an illustrated ReadMe in the future, but for now please see the screenshots.
(When using a colour as a background this doesn't matter, the size and location of images can vary.)
If the background is an image, this is what it does: it goes through each image, comparing every pixel with the background's pixel at the same location. So it compares the top-left pixels, the one next to that, and so on. If the two pixels are the same colour, it removes it. If they are different, it keeps it. This is why the above notes are so important. So as long as the sprite doesn't contain pixels of the same colour at the same location as the background image, it should work.
If the background is a colour, it simply removes all of that colour from the images. Most of the time the colour is a colour that isn't in the sprite and so it should also work fine.
If the background is a colour, it simply removes all of that colour from the images. Most of the time the colour is a colour that isn't in the sprite and so it should also work fine.
These screenshots actually show what originally caused me to make the program. In Mario & Luigi: Bowser's Inside Story, Bowser's overworld sprites are on the same layer as the rest of the world. To get his walking upward sprites, I capture him walking into a wall (keeping his position stationary), move him away, and capture the wall. Then I crop the images to the same patch of wall, and my program can remove the background, leaving the sprites.
Super Laser Map Organiser
BastionPkgExtract
BFTMTool (New!)
This is a small program I made to organise maps from the iPhone game Super Laser: The Alien Fighter. You give it a .map file, it's corresponding .png file, and it'll generate the map as it appears in the game.
Originally made it for Hammster here.
To use it, click "Load map" or "Load image", and choose the map or image. You can also drag one or both into the program to load them. If you only load the map, it will automatically load the image (and vice versa) if it has the same file name (and you haven't already loaded another).
After you've loaded them, click "Organise" and you'll see the resulting map in the pane at the bottom. Then just click "Save" to save it.
Originally made it for Hammster here.
To use it, click "Load map" or "Load image", and choose the map or image. You can also drag one or both into the program to load them. If you only load the map, it will automatically load the image (and vice versa) if it has the same file name (and you haven't already loaded another).
After you've loaded them, click "Organise" and you'll see the resulting map in the pane at the bottom. Then just click "Save" to save it.
Current release:
Version 1.0 (All operating systems)
Version 1.0 (All operating systems)
BastionPkgExtract
BastionPkgExtract can open .pkg files used by Bastion and extract their contents. These files usually contain unorganised sprite sheets, and instructions (called "atlases") about how they should be used. This program can extract the sprite sheets as .xnb files, and the instructions as .atls files (a format I created myself).
To use, simply click "Open" and select a .pkg file to open. All the .xnbs in the file will be listed, and whether they have a corresponding atlas. You can either select which atlases you want to extract and click "Extract Selected" or click "Extract All" to extract them all, and select which folder you want to extract to.
The .xnb files can be converted to .pngs using TheShyGuy's program, XnbToPng (read the ReadMe for usage). I am underway with making a program to organise the sprite sheets using the .atls files.
To use, simply click "Open" and select a .pkg file to open. All the .xnbs in the file will be listed, and whether they have a corresponding atlas. You can either select which atlases you want to extract and click "Extract Selected" or click "Extract All" to extract them all, and select which folder you want to extract to.
The .xnb files can be converted to .pngs using TheShyGuy's program, XnbToPng (read the ReadMe for usage). I am underway with making a program to organise the sprite sheets using the .atls files.
Current release:
Version 1.0 (All operating systems)
Version 1.0 (All operating systems)
BFTMTool (New!)
BFTMTool is a small command-line tool for extracting and creating BFTM archives, a format used to pack most of the assets in the game Blocks That Matter.
You can either extract all of the contents from an existing BFTM to a directory, or pack all of the contents of a directory into a new BFTM. Running the program with no parameters will give these usage instructions:
BFTM files preserve directory structure, both when extracting and packing files.
You can either extract all of the contents from an existing BFTM to a directory, or pack all of the contents of a directory into a new BFTM. Running the program with no parameters will give these usage instructions:
Code:
Usage: BFTMTool [-c] [-p] bftm [dir]
Options:
-c: Create bftm. If omitted it will extract
-p: Prevent files from being overwritten (unused when creating)
bftm: The bftm file to create/extract from
dir: When creating this is the directory that will be the root of the created bftm, and it is required. When extracting this is the directory where the bftm will be extracted to, and if it is omitted it will be set to a subfolder of where the bftm is located.
BFTM files preserve directory structure, both when extracting and packing files.
Current release:
Version 1.0 (Windows only)
Version 1.0 (Windows only)
If you have any comments, complaints, critique or questions, feel free to post below (or PM me if you prefer). Bug reports or the like are also really helpful.
Enjoy!