Hasn't that demo been out since April?
I'll take look when I get home.
(05-19-2015, 07:05 PM)fawfulthegreat64 Wrote: [ -> ]Just dropping in to say I can try to tackle some of Dream Team's dreamworld sprites if I can get the code/program you've been using to rip them.
I have all the files for that on another computer. I'll try to upload them when I can. I'll also have to upload the extract files from the dat, as it is confusing to explain.
Actual Last Edit:
I found the alignment property.
The problem is it forces a canvas of about 240x240...
on every frame...
Which leaves us with the behemoth
Anyone know a way to crop a set of images so that are all the same minimum width and height?
I'll probably try to make something if there isn't one already.
Or we could just go with the unaligned ones.
Edit:
http://i.imgur.com/BraWqRh.png
Now everything is ready to go.
I also thought this may be helpful for general use.
I added a "3DS" mode for TiledGGD.
First off let me say that I do not know C# at all, so I do not know if I broke anything when making these changes. I had to redo the "tiled" system it had.
I don't even have an ide or anything, I just edited the code in notepad and compiled with msbuild
So yeah, it might break, and if it does, I probably won't know how to fix it.
And the 3ds mode only works on 4BPP graphics and higher. I don't think the 3ds really uses 2bpp or 1bpp.
Download
An example of the new mode:
Linear Tiled 3DS
I think it can be helpful for figuring out the setting for certain graphics, and even ripping a few.
It may also be useful to add more color modes, as TiledGGD is currently missing a few common ones.
Edit:
I fixed the hot key thing.
All aboard the hype train!
Darn, the Phoenix Wright Trilogy has the images cut up :/
There is a file that corresponds to each image that I'm pretty sure tells how to "animate" them, but since it's done in a "3d" space, the calculation are pretty much impossible to figure out with being able to hack the game and see how it does it. The backgrounds should be gettable, though.
The furthest I ever got with AA Trilogy was splicing & decompressing the BCH files. Ohana wasn't have any of it, though.
Welp, just went and proved myself wrong.
I... I actually managed to read the file and build the image.
I just guessed what did what and lo and behold, it worked!
Now I just need to make it auto detect the settings and it's good to go!
(05-22-2015, 09:59 PM)m64m Wrote: [ -> ]The furthest I ever got with AA Trilogy was splicing & decompressing the BCH files. Ohana wasn't have any of it, though.
Isn't Ohana for Pokemon? BCH files are weird. They seem to be slightly different with every game. The ones in this game only contain textures afaik.
Ploaj is our number one guy, swear down.
Err, there seems to be a few frames missing in the animations or something.
Phoenix has a coffee mug in the texture, but none of the frames use it. They also don't use the mouth at the bottom for some reason.
And Mia's texture doesn't actually contain an in-between "blink" frame, so the images come out like this.
Texture:
I guess they forgot to add them? The coordinates point to that area above the full blink eyes.
I dunno.
Edit:
Wait....
Things got more confusing...
I just looked at another random file (There are no filenames, only numbers) and it had the same texture as the Phoenix above.
But its animation data has the coffee mug.
I guess the are different for every game?
That's going to be hard, because there is no way to tell what's what until the images are extracted.
I would just run my script on every image in the game, but there are over 11,000 and the etc compression makes each one take about 1-2 minutes to complete.
Which would take about 2 weeks...
If you make it accessible, and send me half the files, I'd be happy to run it too.
I just optimized my image code (that I haven't look at since I wrote; and that was when I was first learning java)
Turns out I was decoding the image a horribly inefficient way!
I fixed it up and now instead of minutes it takes seconds! Less than one in most cases. HUGE improvement!
(Sorry for all those slow etc converters I made for you, Dazz
)
Speed is no longer a problem~
I've also been trying to organize the files. There are 2 sets of portraits, and the character id is different for each set.
Example: Maya is Character01 in the first set and Dick Gumshoe is Character01 in the second.
Perhaps the first set was for the first game, and the second looks to contain characters from the second, so it's probably for that.
I don't know about the third, though... It may be mixed with the second somewhere. I haven't looked too hard.
Even without file-names the file are pretty organized. It might not be too hard to figure everything out after all
(05-23-2015, 12:35 AM)Ploaj Wrote: [ -> ]Isn't Ohana for Pokemon? BCH files are weird. They seem to be slightly different with every game. The ones in this game only contain textures afaik.
Ohana is hit and miss, but it can actually display/export a lot of textures from BCH files for some non-Pokemon games. I remember having luck with Code Name: S.T.E.A.M., Cooking Mama 4 & 5, Yoshi's New Island, A Link Between Worlds, and Stretchmo, among others.
In fact, a Yoshi's Island model I posted earlier in this thread was rendered with Ohana. It's quite rare for model rendering to work properly though.
So does Yoshi's New Island use flat models for all the characters?
I've only seen videos, but I assumed Yoshi was animated with 2D pieces similar to the previous Yoshi's Island games.
Just checking it out again, quite a few of the character models are 3D, to an extent. There are definitely a bunch that look like they're meant to be viewed from one angle, so they're super flat like that crab.
Levels are extremely flat overall.
2D elements like this are still stored in BCH files.