(09-28-2008, 07:06 PM)Dragoon Wrote: [ -> ]Hey guys, I'm just curious but,
Could I help? I DL'd TM and DSLazy, But I don't have the other things though, But I do know where to get a kirby rom o.o
All I would need is to know how to work TM/get sprites to not be a block of weird pixels o.o
Sure!
Here's a quick tutorial:
- Download the KSSU rom
- Using DSLazy or some other NDS rom unpacker, unpack the rom
- Open Tile Molester
- Browse into the folder where your rom was unpacked; if you used DSLazy it'll be called "NDS_UNPACK"
- Head into the 'data' folder, then the 'rom' folder
- Open the file you want to rip from. DrShnaps posted a list of 'b10' files that contain bosses / etc:
(09-28-2008, 12:42 AM)Drshnaps Wrote: [ -> ]I went through all of the files in the boss folder and made a list if you guys want it:
b0 = Whispy / Twin Woods
b1 = Whispy's Apple
b2 = Whispy's Apple (again?)
b6 = Lololo & Lalala
b7 = Kracko
b8 = Misc. SFX
b9 = King Dedede
b10 = Dyna Blade
b11 = Kirby sprites for cutscene after Dyna Blade fight
b16 = Fatty Whale SFX
b20 = Computer Virus Windows
b21 = Computer Virus SFX
b22 = Computer Virus SFX
b23 = Computer Virus Slime
b24 = Computer Virus Doll
b25 = Computer Virus Magician
b26 = Computer Virus Knight
b27 = Computer Virus Dragon
b36 = Chameleo Arm
b40 = Wham Bam Rock
b42 = Heavy Lobster
b44 = Combo Cannon
b45 = Combo Cannon SFX
b47 = Halberd Reactor SFX
b48 = Meta Knight
b49 = Winged Meta Knight
b50 = Heart of Nova
b51 = Marx
b56 = Kabula
b59 = Cutscene Sprites?
b62 = "GET IT!" Hammer platform
b63 = Masked Dedede SFX
b65 = Masked Dedede
b66 = Lololo & Lalala's Revenge
b67 = Kracko's Revenge
b68 = Galacta Knight
b70 = Marx Soul
b92 = Grand Wheelie
If a b file is not listed it's because all it contained was junk.
Evidently Wham Bam Crystal and Whispy's Revenge don't have their own sheets. Big surprise.
Also, Kirby and his abilities / helpers are located in the folder entitled 'pd'.
If you don't see any files, change tm to see "all files *.*"
- Now that you've got your file opened, go to "View", then "Codec", then select 4bpp linear, reverse-order.
- You should see some semblance of recognizable sprites if you scroll down, but keep in mind these sprites will be in pieces and not colored correctly.
- First we need a palette. Raccoon Sam made a tutorial for finding the palette:
(09-24-2008, 01:56 AM)Raccoon Sam Wrote: [ -> ]If you're using Tile Molester (which you really should), go to the very, very end of the file, and observe where the normal sprites end and where the garbled mess starts.
Note from Omega: In boss/enemy files, palettes may be located near the top. Also, some may not include a palette at all.
The seam between those two is the start of the palette data. Resize the canvas to 1x1 so you have a 8x8 pixels view, and slowly push right and left keys so you get the absolute offset of the garbage's starting point. Once you're there, check one of the cells in the bottom of the window that has the offset in hex, and convert it to decimal.
The rest is just self-explanatory. Hit 'Palette > Import from.. > this file...' and type in the decimal offset, select "15bpp RGB" from the 'palette type' drop-down menu, set the size to 512 (I'm sure that's enough. If palettes are missing, shift it to 1024 or something) and hit OK.
If you fail -
- Check the offset again. It's pretty much always an absolute value (like, 0x54390, NOT 0x5438F. Ends in 0.)
- Change the byte order from the import palette menu. I don't remember if it was Intel or Motorola, try both.
If you succeed -
- You're awesome
- Now that we have palettes, it's better, but it still needs work.
- Press the arrows on the side of the colors near the bottom of the Tile Molestor window until you have the correct palette if you don't already have it.
- We need to reduce the width of the screen. The button to do this has an icon containing three columns and an arrow pointing to the left. Press this button (scrolling down if you need to) until the sprites you want to rip line up as correctly as you can get them (some may not line up perfectly).
- Now we're getting somewhere! Still, you may see some out-of-place lines. Press the byte forward (Icon is a " + ") button any number of sets of 4 times until all of the lines go away and you get a cohesive image.
- To make life easier, go to View > Block Size > and click Full Canvas so you turn it off. Now increase the width of our image (three columns with an arrow to the right), and instead of the sprites going crazy again, they should stay pretty consistent and fill up more of your screen. If for any reason you want to go back (you will eventually), make sure to reset the width BACK TO THE ORIGINAL WIDTH before you turned Full Canvas off, THEN turn Full Canvas on, THEN change the width where you want it to be and repeat this step.
- Your default tool is the 'selector' tool. Click and drag the mouse over the image with your selector to select what you want to rip, go to Edit > Copy To... and save it somewhere, and then DESELECT what you just selected. Selected blocks scroll with the screen when you scroll, so don't forget to deselect!
- Open up Paint.exe or some similar program.
- Using the highlight tool (allows you to select and drag around pieces of an image), right click and select Paste From.
- Select the file you just saved in the window that just popped up.
Voila! You've ripped a bit of whatever it is your ripping. From here you're on your own; you'll have to assemble parts that are in pieces, etc.
Good luck!