redblueyellow needs help: the thread - Printable Version +- The VG Resource (https://www.vg-resource.com) +-- Forum: The Resources (https://www.vg-resource.com/forum-109.html) +--- Forum: The Spriters Resource (https://www.vg-resource.com/forum-110.html) +---- Forum: Ripping Help (https://www.vg-resource.com/forum-114.html) +---- Thread: redblueyellow needs help: the thread (/thread-27356.html) |
redblueyellow needs help: the thread - redblueyellow - 06-28-2015 I'm currently in the process of trying to rip the enemies and npcs from The Legend of Zelda: Four Swords Adventures (Gamecube). I have been able to successfully get to the boss sprites (easy .bti files), however I am very close to viewing all of the .bti files in the filesystem and have yet to run into npcs (and most of the enemies). This leads me to believe that these sprites are located somewhere in the other files. Here is a link with samples of all of the file types that I suspect might potentially have sprites. If the file is yaz0 compressed, there should be the original and the uncompressed files provided. If anyone has time to take a quick look at them, that would be awesome. RE: redblueyellow needs help: the thread - redblueyellow - 09-19-2015 So one of the games that I've been looking into is called "Do-Konjou Shougakussei: Bon Bita - Hadaka no Choujou Ketsusen!! Bita vs. Dokuro Dei!" The game has very interesting sprites and even has a character named Obama-Kun. Anyways, the sprites are stored in very large .bin files. They are viewable in Tinke by opening the files and finding the corresponding palettes, but this is a very tedious process. I stumbled across the mugshots from Mega Man ZX Advent under the filename "face.bin" a few years back, but that sheet itself took a while to compile using this method. Mugshots I haven't tested out the other .bin files, but the largest (obj_fnt.bin) which houses enemies and such can be split with GenericBUnpacker.jar to get smaller .dat files. obj_fnt_06.dat has the dodgeball machine enemy, for example: obj_fnt_06.dat (palette @ 9620, 4bpp lineal) If anyone would be down to look into the file to simplify the process, that would be awesome. I've been meaning to rip from this game for a while. RE: redblueyellow needs help: the thread - puggsoy - 09-20-2015 I'm not able to get any nice results in TiledGGD. Could you take a screenshot of how you're viewing it? RE: redblueyellow needs help: the thread - redblueyellow - 09-20-2015 (09-20-2015, 01:22 AM)puggsoy Wrote: I'm not able to get any nice results in TiledGGD. Could you take a screenshot of how you're viewing it? I suppose I should've clarified that I viewed it in Tinke. RE: redblueyellow needs help: the thread - puggsoy - 09-20-2015 Oh right; re-reading your post I can see that now. Anyway, this helped getting in working on TiledGGD (I'm personally more comfortable with that than Tinke). Unfortunately I'm not seeing anything pertaining to dimensions, or even clear separators for images. I'll try look into it more later on. RE: redblueyellow needs help: the thread - redblueyellow - 05-08-2016 Instead of creating a new thread for my question, I figured I could just ask away here. Does anyone know of a sprite sheet maker (or png compiler) that allows non-transparent backgrounds? I already have tried TexturePackerGUI (and have sent feedback months ago with this suggestion), but unfortunately it only allows transparent backgrounds, which blend with the transparency of the sprites. Essentially, I am looking for a program that compiles individual png files into one png file, with a set background color. The result would be something similar to this: http://www.spriters-resource.com/mobile/cavorite/sheet/56535/ The sprites have a transparent background, while the sheet's background is a solid color. I would prefer to keep my sheets this way, as it gives an obvious frame for animations. Anyone know of such a program? RE: redblueyellow needs help: the thread - DarkGrievous7145 - 05-08-2016 I though Daxar's Spritesheet maker does that by default? The only other way I know is manually creating a border around the sprite frames and flood-filling the entire image, which is kept outside of the frames because of the border. It's tedious, though. Not so bad on smaller sheets, but it's awful, otherwise. RE: redblueyellow needs help: the thread - redblueyellow - 05-08-2016 I remember seeing this back when Daxar first announced it, but never actually tried it out for myself. Thanks, this is exactly what I was looking for, and more! It makes sheeting sprites too easy. RE: redblueyellow needs help: the thread - DarkGrievous7145 - 05-10-2016 You're welcome, I guess... And yes, it does make sprites a little too easy to sheet. |