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Hmm... Are there any other files with them, or is it just CTPKs?
I bet it has animation data somewhere that can build the sprites from those tiles.
I have contact with Ryan from Eden Industries. He's going to talk to Atlus about submitting to us anyway...
Be sure to ask him about also submitting the stock clipart and placeholders Tongue
That game has some rad sprite work. It's not bad, either, for those interested.

Has anyone looked into Azure Striker Gunvolt?
(01-24-2015, 10:20 AM)Ton Wrote: [ -> ]Has anyone looked into Azure Striker Gunvolt?

I just looked. It has the same file structure as the Naruto game I got the portraits from.
It uses cgfx and iobj(I made an iobj reader for the Naruto game as well) so I'll see what I can get.
You're a busy bee.
I just randomly decided to look at the wayforward anb files again.
I took a shot in the dark and happened upon the texture indexing.
[Image: vkj1Opl.png]
No idea how I missed it before, it's pretty straight forward as far as I can tell.
Dazz, get those ripping muscles ready. Tongue

http://www.siliconera.com/2015/02/17/new...haracters/
[Image: Dragon-Ball-Z-Super-Extreme-Butouden-Cover.png]

And the sprites look really nice...
(01-24-2015, 10:20 AM)Ton Wrote: [ -> ]Has anyone looked into Azure Striker Gunvolt?

Just wanted to say that I can get the images from the IOBJ files, but there are instructions for the animations are in there too. I'm having some trouble figuring them out even though the format is straight forward.

Can anyone solve this calculation puzzle?

This image is the smallest in the game.
[Image: E2z2kEq.png]
As you can see it consists of 1 small box.
Well, these are the coordinates for that box...
[Image: baI8jEb.png]
I can't really see the correlation.
I thought maybe it was 0x10/16(size of the texture) to get 0 and 0x80/16 to get 8, but I don't know.

The only bytes that need to be looked at really are the 0x3F10 and 0x3D80.
And the image may need to be rotated 180 degrees because most all iobjs do.

So yeah, if any math wizard can figure out the formula that would be great.
I just wanna say that these look like big-endian 32-bit values, in which case they're 0x103F and 0x803D. Not sure if that helps but just thought I'd point that out.
Hey, just wondering but has anyone looked into 'Yoshi's New Island' yet? I wasn't sure for certain if it used models or sprites. Every screenshot I find is pretty unclear on either. I wanted to see if ripping the bosses and Kamek would be possible in either case.
There are BCH files, but they've got a compression applied. Here's a sample file.
You can decompress those BCH files with ntcompress (you need to use the -x option) or this QuickBMS script:

Code:
comtype ntcompress
get ZSIZE asize
get NAME basename
math SIZE = ZSIZE
math SIZE *= 20
clog NAME 0 ZSIZE SIZE
Looks like they're models.

[Image: a2f345a7f4.png]


Some are quite flat though.

[Image: 14f67802bf.png]
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