Users browsing this thread: 44 Guest(s)
Ripping Questions
There's a game called Slime Online (for the computer, of course) that I've been wanting to rip the sprites from, but the .dmp I made of it just turns out to be this red color with a bunch of random dark-colored pixels in it when I open it in TiledGGD, and the game has a LOT of accessories and many, many skins in it, making Animget VERY time-consuming since it would be a very repetitive task equipping and unequipping the skins and accessories. And then there are the items, and blah blah blah...Anyway, what I want to know is if there is a way to rip all of the sprites from said game? The game was made with a program that I believe is called Game Maker or something, and that the game uses tiles instead of full-fledged sprites if that helps out any.
Thanked by:
Bomberman Land Touch! 2...dsar...dscr...dsir...they're driving me mad.The only things I can manage to actually SEE are the ones in the bustup files....can someone help me figure this out?
Thanked by:
If your emulator can remove background or sprite layers or can take a screenshot of the map of the area you are in, you can use this tile editor called tiled QT. Remove a layer, take a screen shot, and load up tiled qt. its a real pain to tell the program correct size for the tiles for easy ripping, but the multiple layer transparency feature can help. Or you can use a screenshot from the game. That works too.
Thanked by:
OK, um, anyone know why when I try to load a .ZST file into Tile Layer Pro it does this?
[Image: sweet-capn-cakes-deltarune.gif]
Thanked by:
(06-11-2011, 01:40 PM)Mighty Jetters Wrote: OK, um, anyone know why when I try to load a .ZST file into Tile Layer Pro it does this?
Try using vSNES to open up the ZST files. It'll let you view the graphics from the savestate, along with their palettes, among other things.
Thanked by: Garamonde
Thank you so much RTB you are awesome! Big Grin

I had no idea what I was doing (even after reading instructions) but I figured it out after a bit. Tongue

Now my only problem is trying to figure out how the tiles are supposed to be arranged (I can assemble a lot of them but some are just randomly scattered and I've changed the window res. but it doesn't help much)...
[Image: sweet-capn-cakes-deltarune.gif]
Thanked by:
All right, I've tried everything within my power to possibly rip from Bomberman Land Touch! 2...Will someone see if they can throw together a proper parser for these files? I just want the flippin' Evil Bomber sprites but I can't actually play the game properly, so this is the only way...tile ripping or otherwise.
http://www.sendspace.com/file/wfbfvh

Help me out, please, anyone!
Thanked by:
Carp, so far I found portraits and sprites of some clown on a ball.

~EDIT~

I think I know why you haven't found any of the sprites you're looking for. I believe they're in the files that have LZ in the filename, which hopefully means LZ77 and that it may be able to decompress.
Doofenshmirtz: This is a little bit awkward but have you seen my escape jet keys? (Perry nods) What, you have? Well that's great! So where are they? (Perry looks away) You won't tell me? Is this because you don't speak or are you just being a jerk?
~Phineas and Ferb, "One Good Scare Ought to Do It!" (2008)
Thanked by:
For any file with name ending in _LZ.dsir (DS Image Resource?), you can decompress the file by removing the first 8 bytes with some hex editor, and then decompressing it with DSDecmp (or your preferred program to decompress LZ-0x10-compressed files). Those files should contain the graphics. .dscr files (DS Colour Resource?) contain the corresponding palettes.
Thanked by:
What do you mean the "first 8 bytes"? And remove.
Doofenshmirtz: This is a little bit awkward but have you seen my escape jet keys? (Perry nods) What, you have? Well that's great! So where are they? (Perry looks away) You won't tell me? Is this because you don't speak or are you just being a jerk?
~Phineas and Ferb, "One Good Scare Ought to Do It!" (2008)
Thanked by:
The first 8 bytes of the file are just a header indicating the file type and decompressed size; nothing that could not be determined from the file's extension and the header of the compression format. When you open the file using an hex editor, you'll probably see something similar to this:
[Image: sel8bytes.png]
(the shown file is located in BPP2data/battle/chara)

Select the first 8 bytes as in the example above, and press Ctrl+X (perhaps Backspace/Delete will work in other hex editors; PSPad will only enable those keys if you press Insert first) and save the file. At that point you can start decompressing the file.
Thanked by:
Wouldn't that be bits, not bytes?

And how would you use DSDecmp, I mean the command line itself, which options?
Doofenshmirtz: This is a little bit awkward but have you seen my escape jet keys? (Perry nods) What, you have? Well that's great! So where are they? (Perry looks away) You won't tell me? Is this because you don't speak or are you just being a jerk?
~Phineas and Ferb, "One Good Scare Ought to Do It!" (2008)
Thanked by:
1 byte = 8 bits. A bit can only be 0 or 1, a byte any integer from 0 to 255 (0x00 to 0xFF).

To use DSDecmp, you can either just provide the file to decompress (the same as just using drag&drop), however that will overwrite the input file with the decompressed data. If you do not want that, use the following command:
Code:
DSDecmp INFILE OUTFILE
Where INFILE is the file to decompress, and OUTFILE is the file (without extension) of the desired decompressed file.
Thanked by:
Oh, that's why I thought I was doing it wrong. I was expecting another file to show up.
Doofenshmirtz: This is a little bit awkward but have you seen my escape jet keys? (Perry nods) What, you have? Well that's great! So where are they? (Perry looks away) You won't tell me? Is this because you don't speak or are you just being a jerk?
~Phineas and Ferb, "One Good Scare Ought to Do It!" (2008)
Thanked by:
So what about the palettes?
Thanked by:


Forum Jump: