Popping in to say "Sup?" Also I'm really happy and proud you guys started looking into Azure Strike Gunvolt and that you even have ideas and or plans for the new DBZ game. I love you guys I really do, I hope you guys rip Azure to shreds. If there's anything I could do to help or if you learn to stream line the process I'd love to help. You guys are awesome.
Theatrhythm: Dragon Quest uses the same setup as the other Theatrhythm games. Graphics are LZ11 compressed BCLIM.
https://dl.dropboxusercontent.com/u/26973982/Tatsu.zip
Trying to make heads or tails of this game, but not having much luck. It seems like it should be obvious but I think I've just not been looking at these files recently enough to recall what on earth I'm doing... Been so caught up in video stuff!!
The .txp files are LZ11 compressed CTPKs. They can be decompressed using lzx.exe from
here (or DSDecmp apparently, but I seem to have issues with that), and converted to PNG using
CTPK Tool.
(Figured most of that out from
this thread btw.)
Hmm, most things are output with a slight transparency... I seem to recall this being an issue before. Thoughts?
Ah. I think it's simply due to the way the data is stored and converted. The pixel data is these files is 16-bit (RGBA4) instead of 32-bit (RGBA8), so each channel only has 4 bits instead of 8. When you convert them to 32-bit 0s get padded onto the end to make them 8-bit. This works fine with RGB channels, but with alpha it causes these kind of artefacts.
For example if a pixel is stored with 100% opacity the 4-bit alpha channel is 1111 or 0xF. Turning this into 8-bit makes it 1111 0000 or 0xF0 (240), not 0xFF (255). This results in 94% opacity instead of 100%.
Chances are that the game actually reads and displays it as 16-bit instead of converting it like CTPK Tool does, and manages to display them properly. Unfortunately I'm not completely sure how one would fix this. Of course the obvious solution would be to say "if I find an alpha of 0xF then it's just 0xFF", but for intermediate transparencies it's not that simple.
*time passes*
After a little bit of thinking and fiddling with the programmer mode of the Windows calculator (one of my trustiest tools), I think I've got it. For true 4-bit to 8-bit conversion you have to not shift over the bytes, but actually copy them over. So instead of turning 1101 into 1101 0000, turn it into 1101 1101. This means 0xF will actually become 0xFF, and if you do the math, it actually works out perfectly for everything else. I won't bore you with details but from what I can tell that's the true way to convert it. So in actual fact, the red, green, and blue channels are also off, it's just not as noticeable since you having nothing to compare it with.
tl;dr the program's not converting it correctly. Maybe I can get in contact with the tool's developer and get them to fix it.
Texturipper seems to have the same transparency issue.
(I can make a batch file to rip them when I get home. My CTPK tool already supports these because Puyo Tetris)
(04-06-2015, 09:27 AM)m64m Wrote: [ -> ]Texturipper seems to have the same transparency issue.
CTPK Tool actually uses code from Texturipper, so they both do this the same way.
For anyone that is curious by the way, the game is Taiko no Tatsujin - Don to Katsu no Jikuu Daibouken
Whoops, I forgot to post the CTPK thing for ya Dazz. I'll pm you instead when I find it.
So I think I've done it!... almost
Before I couldn't get ANY of Shantae's sprites, but now, it seems they all work correctly!
Well, there appears to be a rounding issue somewhere.
The bottom of the first frame has the tub cut off and junk. I hope it's not a big issue to fix. It looks like it's because that piece is so small.
When I get that fixed up, I can make my script export them in sheets.
I'm super excited
I assume it will work with Adventure Time and Regular Show's files now too, but I haven't tried.
(This format was annoyingly more complex than it needed to be imo)
Edit:
Voila!
While fixing this I noticed that the animations aren't always aligned properly. Not a big deal, I guess. I don't feel like working on it anymore.
Edit:
And Hoeloe's SPIN Sprite Sheet Maker completely destroys the alpha channel :\
Guess that means manually putting these together this time.
There are other applications similar to SPIN, but they're a little more manual in that you can't just throw it all in at once. You have to arrange it row by row... Can't name any off the top of my head, mind you, but I'm sure I have one laying around somewhere.
Question.
Is this Shantae?
I haven't played this game, but I don't remember her having a bat form. I didn't think she had transformations in this game.
It might be a generic enemy, but I thought I'd ask since it looks kinda like her.
There is also one labeled "Naga" that kinda looks like her.
(04-08-2015, 09:13 PM)Ploaj Wrote: [ -> ]Question.
Is this Shantae?
I haven't played this game, but I don't remember her having a bat form. I didn't think she had transformations in this game.
It might be a generic enemy, but I thought I'd ask since it looks kinda like her.
There is also one labeled "Naga" that kinda looks like her.
No, it's just a basic enemy, the Naga is, too. Check the section for
Risky's Revenge, should give you a general idea of what's what.
Thanks Ploaj for your CTPK ripper - it's my life a whole lot easier!!