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Eastward has super charming, Earthbound-inspired pixel art, so I knew I had to get my hands on it. The organization part of ripping from it is hard though, so here is a tutorial in the meantime.
Edit: Eastward Extractor (https://github.com/Dav-e-Jones/EastwardExtractor) is the better method, especially because it preserves the transparency of the sprites. You need .NET core 3.0 for it to run, though.

  1. The \content\game folder has gfx.g and gfx_main.g archives that contain graphics.
  2. Use the following BMS script [1] on one of those files:
    Code:
    comtype zstd
    get DUMMY long  # 0x6a37
    get FILES long
    for i = 0 < FILES
        get NAME string
        get OFFSET long
        get ZIP long    # 2
        get SIZE long
        get ZSIZE long
        if ZIP == 0
            log NAME OFFSET SIZE
        elif ZIP == 2
            clog NAME OFFSET ZSIZE SIZE
        else
            print "Error: unsupported ZIP %ZIP%, contact me"
            cleanexit
        endif
    next i

  3. The result is a bunch of files and folders named something like 0b943feca0857d39c68014b67089e7e0. Unfortunately, this makes it difficult to know what you're getting before you rip the sprites.
  4. Inside one of those folders are files named decks.hmg and decks_n.hmg. Graphics files can also be the ones outside the folders, if they have a header that starts with PGF.
  5. Use the following BMS script [2] on the files:
    Code:
    #Decompress eastward texture resource
    #By Allen
    #Script for Quickbms

    comtype LZ77EA_970

    IDString "PGF"
    get UnkLen1 byte
    get FileSize long
    goto UnkLen1 0 SEEK_CUR
    get ZSIZE long
    get Width long
    get Height long
    get Bpp byte
    get unk byte
    get UnkLen2 byte
    get unk2 byte
    goto UnkLen2 0 SEEK_CUR
    savepos OFFSET

    set SIZE LONG 0
    xmath SIZE "Width * Height * Bpp / 8"

    get NAME BASENAME
    string NAME + "_decmp"

    clog NAME OFFSET ZSIZE SIZE

  6. Open the resulting decks_decmp or decks_n_decmp in TiledGGD. Alter the height and width of the image, and set the Image Endianness to little-endian.
  7. Export it, and there you have it: a map of sprites from the game. The decks_n file is a normal map.

[1] - https://zenhax.com/viewtopic.php?t=15820
[2] - https://zenhax.com/viewtopic.php?f=7&t=15259#p66633
[X] - The game's engine is at least in part open-source. Just thought that was interesting.
(10-17-2021, 06:06 PM)boilingpot Wrote: [ -> ]Eastward has super charming, Earthbound-inspired pixel art, so I knew I had to get my hands on it. The organization part of ripping from it is hard though, so here is a tutorial in the meantime.
Edit: Eastward Extractor (https://github.com/Dav-e-Jones/EastwardExtractor) is the better method, especially because it preserves the transparency of the sprites. You need .NET core 3.0 for it to run, though.

  1. The \content\game folder has gfx.g and gfx_main.g archives that contain graphics.
  2. Use the following BMS script [1] on one of those files:
    Code:
    comtype zstd
    get DUMMY long  # 0x6a37
    get FILES long
    for i = 0 < FILES
        get NAME string
        get OFFSET long
        get ZIP long    # 2
        get SIZE long
        get ZSIZE long
        if ZIP == 0
            log NAME OFFSET SIZE
        elif ZIP == 2
            clog NAME OFFSET ZSIZE SIZE
        else
            print "Error: unsupported ZIP %ZIP%, contact me"
            cleanexit
        endif
    next i

  3. The result is a bunch of files and folders named something like 0b943feca0857d39c68014b67089e7e0. Unfortunately, this makes it difficult to know what you're getting before you rip the sprites.
  4. Inside one of those folders are files named decks.hmg and decks_n.hmg. Graphics files can also be the ones outside the folders, if they have a header that starts with PGF.
  5. Use the following BMS script [2] on the files:
    Code:
    #Decompress eastward texture resource
    #By Allen
    #Script for Quickbms

    comtype LZ77EA_970

    IDString "PGF"
    get UnkLen1 byte
    get FileSize long
    goto UnkLen1 0 SEEK_CUR
    get ZSIZE long
    get Width long
    get Height long
    get Bpp byte
    get unk byte
    get UnkLen2 byte
    get unk2 byte
    goto UnkLen2 0 SEEK_CUR
    savepos OFFSET

    set SIZE LONG 0
    xmath SIZE "Width * Height * Bpp / 8"

    get NAME BASENAME
    string NAME + "_decmp"

    clog NAME OFFSET ZSIZE SIZE

  6. Open the resulting decks_decmp or decks_n_decmp in TiledGGD. Alter the height and width of the image, and set the Image Endianness to little-endian.
  7. Export it, and there you have it: a map of sprites from the game. The decks_n file is a normal map.

[1] - https://zenhax.com/viewtopic.php?t=15820
[2] - https://zenhax.com/viewtopic.php?f=7&t=15259#p66633
[X] - The game's engine is at least in part open-source. Just thought that was interesting.

Hello! I have followed your tutorial step by step however TILEDGG is not showing any of the sprites, its just a blank canvas. Can I have help here? Or can you share the sprites you have ripped? Im new to this so I apologize if this is a bit hassle for you! I also cannot access the zenhax links :<
(10-17-2021, 06:06 PM)boilingpot Wrote: [ -> ]Eastward has super charming, Earthbound-inspired pixel art, so I knew I had to get my hands on it. The organization part of ripping from it is hard though, so here is a tutorial in the meantime.
Edit: Eastward Extractor (https://github.com/Dav-e-Jones/EastwardExtractor) is the better method, especially because it preserves the transparency of the sprites. You need .NET core 3.0 for it to run, though.

  1. The \content\game folder has gfx.g and gfx_main.g archives that contain graphics.
  2. Use the following BMS script [1] on one of those files:
    Code:
    comtype zstd
    get DUMMY long  # 0x6a37
    get FILES long
    for i = 0 < FILES
        get NAME string
        get OFFSET long
        get ZIP long    # 2
        get SIZE long
        get ZSIZE long
        if ZIP == 0
            log NAME OFFSET SIZE
        elif ZIP == 2
            clog NAME OFFSET ZSIZE SIZE
        else
            print "Error: unsupported ZIP %ZIP%, contact me"
            cleanexit
        endif
    next i

  3. The result is a bunch of files and folders named something like 0b943feca0857d39c68014b67089e7e0. Unfortunately, this makes it difficult to know what you're getting before you rip the sprites.
  4. Inside one of those folders are files named decks.hmg and decks_n.hmg. Graphics files can also be the ones outside the folders, if they have a header that starts with PGF.
  5. Use the following BMS script [2] on the files:
    Code:
    #Decompress eastward texture resource
    #By Allen
    #Script for Quickbms

    comtype LZ77EA_970

    IDString "PGF"
    get UnkLen1 byte
    get FileSize long
    goto UnkLen1 0 SEEK_CUR
    get ZSIZE long
    get Width long
    get Height long
    get Bpp byte
    get unk byte
    get UnkLen2 byte
    get unk2 byte
    goto UnkLen2 0 SEEK_CUR
    savepos OFFSET

    set SIZE LONG 0
    xmath SIZE "Width * Height * Bpp / 8"

    get NAME BASENAME
    string NAME + "_decmp"

    clog NAME OFFSET ZSIZE SIZE

  6. Open the resulting decks_decmp or decks_n_decmp in TiledGGD. Alter the height and width of the image, and set the Image Endianness to little-endian.
  7. Export it, and there you have it: a map of sprites from the game. The decks_n file is a normal map.

[1] - https://zenhax.com/viewtopic.php?t=15820
[2] - https://zenhax.com/viewtopic.php?f=7&t=15259#p66633
[X] - The game's engine is at least in part open-source. Just thought that was interesting.
 HI, I am in the step 6. When you say to alter the heigh and width of the image, where do we do that? I see the sprites but they are just a jumble of colored pixels so am not sure what to dod here.

And also hwo do we export it?
Any progress here?