Ripping Ghost Trick, hit a snag... - Printable Version +- The VG Resource (https://www.vg-resource.com) +-- Forum: Archive (https://www.vg-resource.com/forum-65.html) +--- Forum: July 2014 Archive (https://www.vg-resource.com/forum-139.html) +---- Forum: Other Stuff (https://www.vg-resource.com/forum-6.html) +----- Forum: Questions, Info, and Tutorials (https://www.vg-resource.com/forum-89.html) +----- Thread: Ripping Ghost Trick, hit a snag... (/thread-16501.html) |
Ripping Ghost Trick, hit a snag... - porcelain_lace - 01-29-2011 I'm in the middle of ripping out the guts of Ghost Trick, looking for sprites. I've gotten my hands on the insides of the cpac_2d.bin file. A little googling said that Capcom uses that for their sprites(apparently, that's the file that had the sprites for Gyakuten Saiban 4) which-- if I'm doing this correctly, that is-- decompresses into a handful of .dat files and a .lz11 file. I'm assuming out of those files, that's what would house the sprites. I do have a backup method to rip these with iDeas(if you turn off one of the graphic plugins, the screen hiccups for a moment and the text box's opacity jitters long enough to get a snapshot-- but it involves a lot of photoshop), but ripping them straight from the rom would be much cleaner-- they're incredibly hard to get with screenshots, as the textbox is on the same layer as the sprites. But what I'm asking I guess is: a) Is there method anyone knows of to extract tiles from an .lz11, assuming I was decompressing it right at all(GenericAUnpacker and lzssdemo)? b) Is there a way to export tiles directly from DeSmuMe? I searched around and didn't really find a yes or a no on this matter. c) Does anyone know the method to ripping sprites from Gyakuten Saiban 4 or Ace Attorney Investigations? I'm willing to venture a guess that the file structures are similar enough that the process of getting the sprites would be similar. I apologize, I'm really longwinded; thank you guys in advance, I'm completely at a loss. RE: Ripping Ghost Trick, hit a snag... - Barubary - 01-29-2011 (01-29-2011, 12:30 AM)porcelain_lace Wrote: a) Is there method anyone knows of to extract tiles from an .lz11, assuming I was decompressing it right at all(GenericAUnpacker and lzssdemo)?You may want to try DSDecmp instead of lzssdemo. Getting a .lz11 extension from GenericAUnpacker (I'm assuming that's my unpacker btw) means that the file starts with a 0x11-byte, which indicates that the file may be compressed using the relatively new LZ compression. I believe lzssdemo only supports LZ-compression starting with a 0x10-byte. It could also mean that the file coincidentally started with 0x11 while it is not compressed, which would render both tools useless in viewing these .lz11 files. (01-29-2011, 12:30 AM)porcelain_lace Wrote: b) Is there a way to export tiles directly from DeSmuMe? I searched around and didn't really find a yes or a no on this matter.You can use the tile viewer (Tools->View Tiles), or dump the memory and look for the graphics in the raw data (Tools->View Memory->Raw Dump / Dump All). RE: Ripping Ghost Trick, hit a snag... - porcelain_lace - 01-29-2011 (01-29-2011, 05:20 AM)Barubary Wrote: You can use the tile viewer (Tools->View Tiles), or dump the memory and look for the graphics in the raw data (Tools->View Memory->Raw Dump / Dump All). I'm still tinkering with the things you mentioned in the first paragraph(DSDecmp keeps telling me that everything is already in use by another program-- they're not open in anything else though), but with the tile viewer, I'm using DeSmuME 9.6 and the tile viewer is really really tiny oAo I can actually see exactly what I want to rip in the tile viewer-- I apologize for the obvious arrows: And that's actual size for the tile viewer. I can't see a way to make it any larger, nor a way to export that. Is there a way to find exactly where "LCD" 0x6850000 is in the memory dumps? ono Sorry, if I'm missing something obvious. |