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Dragon Quest Heroes: Rocket Slime! ripping project!
#1
Hello everyone! I recently became able to use Tile Molester properly and have begun ripping this awesome game. I figured it'd be fun to make a little project of it. Though I'm fairly inexperienced with such things, but have been able to make it work, I figured I'd put together some sheets of enemies and such with this. I was hoping others would like to be involved as well and we could all do this together. I wanted to get this organized. Below you will find various enemy references and the list of rips. Call out if you want to reserve something and I'll try to keep up with it. The format containing the information of the sprites is .bin. The Codec for viewing them is 4bpp linear reverse order. Offsets vary, as often there are several different actual files compiled into one BIN and different settings are used for each one. I will also provide some references for coloring purposes, as I don't yet know how to extract the palettes. I'll be working on these as we go on, but to start off, I have...a platypunk! When a sheet is completed, the links will be below. THIS PROJECT IS OPEN TO ANYONE! Feel free to join in!

Enemy References: Basic Enemies
Slime References: Rescueable Slimes

First Rip: Platypunk!

~~Items~~
~Orichalslime - Carpaccio
~Slime Box - Carpaccio
~Holy Crystal - Carpaccio

~~Basic Enemies~~
~ Platypunk - Carpaccio
~Jailcat
~Dracky
~Mischievous Mole
~Bunicorn
~Picksy
~Hammerhood
~Goodybag
~Mimic
~Cactiball
~Ghost
~Imp
~Wyrtle
~Living Statue
~Walking Corpse
~Dancing Flame
~Jinkster
~Restless Armour
~Killing Machine
~Golem

~~Bosses~~
~Bough Beater
~Pot Belly
~Harvest Loon
~Lickedy Spit
~Don Clawleone + Plobsters
~Don Dragone
~Possessed Clawleone

~~Slimes~~
~Rocket
~Cutscene Slival, Battle Slival -Carpaccio
~Swotsy
~Stony
~Mother Glooperior - Carpaccio
~Baron Blubba
~His Royal Wobbliness
~Namby
~Perry
~Bud
~Flantenna
~Speckles
~Peewee
~Bubbilly
~Goolia - cloudsnapper
~Bunny
~Poxie
~Curate Rollo - Carpaccio
~Goodith - cloudsnapper
~Slimechanic
~Winkles
~Rustle Sprout
~Startist
~Shelby
~Pigummy
~Curedon Bleu
~Hooly
~Gootrude - cloudsnapper
~Jumpy
~Sheala
~Plopstar
~Starthur
~George
~Goozanna - cloudsnapper
~Earl Luminum
~Tickled Pink
~Kworry
~Mag Max
~Itsy
~Dragory
~Crystal Chronicler
~Goopid
~Splatrick
~Dummy
~Bitsy
~Rocky
~Flanpa
~Dragoola
~Merc
~Diablob
~Lady Poly
~Tokyo Tom
~Gooshido - Supah_Weegee
~Goosashi
~Early Burly
~Drake
~Bo
~Gregg
~Sir Sudsy
~Duke Swellington
~Big Daddy
~Mama Mia
~Goobrielle
~Pebbles
~Anjello
~Mrs. Hooly
~Mr. Hooly - Solink
~Jewelian
~Teeny
~Splodgy Dave
~Spot
~Fangummy Bob - Carpaccio
~Patch
~Morrie-Morrie
~Flabbot Flancisco
~Cheruboing
~Goochie
~Weeny
~Wild Fang
~Clawdia
~Sliminator
~Eggbard
~Meggan - cloudsnapper
~Lord Lard
~Blingaling
~Michelle
~Pamby
~Tickles
~Soapia
~Frankenslime
~Her Royal Wobbliness
~Lord Roly
~Roboglop
~Curator
~Clawrence
~Bouncer
~Flan Spinel
~Viscount Viscous
~Sliborg
~Flopsy
~Count Calories
~Princess Gluttonella

~~Special Enemies~~
~Tank Commanders
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#2
Three new items tonight, Orichalslime, Slime Box, and Holy Crystal. Most items are easier than character sprites, so those starting out may wish to begin with items. Now, I'd like to make note that to view these files they MUST be extracted with Tahaxan first, in order to be read by Tile Molester OR yy-chr. I prefer Tile Molester personally as it has more options and more color options, meaning it makes the colors of the sprites different than the color of the background, which YY-CHR sometimes doesn't do. Speaking of YY-CHR, those of you who actually prefer to use it, the settings to begin viewing the images are 4BPP GBA Format, and 32x32(B) pattern. Now, I'll let you know now that most of the time there is some assembly required, as may be expected, in either program. The bosses are a lot harder than most of the basic enemies to rip, as they usually have several different image sets in one file. As for the slimes, they commonly have a 'town' set, and an 'in field' set, as well as some who have a 'battle' set. Most of these require adjustments between sets, even though they're in the same file. For the monsters, often they have 'tail' sets, 'body' sets, and 'weapon' sets. These also require adjustments between sets. Boss sets commonly have many multiple sets that require adjustment, and once again, are very difficult to assemble. Personally I like to start out with the tail sets and work from there, as the rest are simply expansions of their settings. to make it easier to organize files, the boss files always start with 'bos', the basin enemies oddly enough are in 'obj' titled files, the items are in 'toy' titled files, the npcs are easily enough in 'npc' titled files, tanks are, of course, in 'tank' titled files. I have yet to find out where the heck Rocket himself is. Anyway, I noticed the Platypunk I posted wasn't the normal Platypunk, so eventually I'll go back and do it, but until then, I'm gonna be working on Slival and some other items. See you guys later!
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#3
Awesome project, keep going, man.
[Image: ZRdfkWQ.jpg]
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#4
Today I quickly put together Cutscene Slival which was conveniently enough in a different file than 'battle' Slival. Battle Slival to come soon, it may take a little longer as more assembly is required of this one.

...I hope more people join in on this project, I really do.
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#5
Battle Slival is coming along well. Almost done, just the 'blasting' attack to finish up. I've also been working on a capture-based sheet of Don Clawleone, but unfortunately since I've already beaten the game I can't get the ones from the end of the game where he watches the TV, unless I find a way to transfer no$gba save states to be used with ideas. Things would be so much easier if there was an emulator that could actually play the game, supported cheats, and had an OAM viewer. Anyway, I've dumped nearly every file from the game data for this game, and it would be helpful to me if someone would inform me if it was all right to distribute the graphic files from it for ripping purposes. Also, if someone could direct me to a program that could unpack Nintendo ARC files, it'd be very helpful as I wish to do some other spriting of Wario: Master of Disguise but it uses the ARC file.
If anyone needs examples of anything else in the game, just let me know and I'll do my best to get it.
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#6
After much work and assembly, I have completed Battle Slival! Check it out! I think it came out well, though there was a bit of coloring trouble at first. It was a little difficult to put together the charge attack images because some times they didn't match up and a few of them required re-extraction and reassembling. Anyway, not sure what I'll do next, I'm still working on Clawleone, but I'm not going to post the sheet until it's complete. Anyways, I might be moving to another house tonight and the connection there is questionable, but even if I am gone for a little bit, feel free to rip stuff while I'm gone anyway. See you all next time!
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#7
Back from my little absence, I've put together two sheets. Mother Glooperior and Fangummy Bob are complete. Tomorrow I'll probably make a good Curate Rollo. Anyone hoping to rip slimes may want to take note that they also may need some minor construction. I've checked out Flanpa, and he's insanely difficult, needing major construction as he has several different components. I'm going to work on Krak Pot too, so either Krak Pot or Curate Rollo will be up tomorrow at some point.
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#8
If you explain to me how to get the right offsets, I'll gladly help Smile
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#9
Today I've finished up Curate Rollo. He wasn't too hard except that sometimes a third of his body was in a different place than the other parts. As for Krak Pot...I can't seem to relocate his bin file, so I might not be making a sheet of him as soon as I thought. Also here's a sheet of Speckles, the first spotted slime you rescue. A little note on the slimes with crowns or wings, they're usually seperate from the body within the file. You might want to take screenshots for reference placement using animget. Also, in the first post you will find an image having all one hundred slimes for color reference. Oh, yes, the Babbles and Babble Kings' bubbles are also seperate from their body for the most part, so reference shots will be needed for them too.

And Solink, to get the right offsets, you usually have to mess around with Decrease/Increase Width, and Byte Forward/Backward. It's all a matter of what you're looking at. Keep in mind some files have different offsets for different objects within the files. For example, with a Slime that is both rescued and is able to be in the tank as a crew member, there will be different offsets for the 'rescue' sprites and the 'battle' sprites. Also, at times you will need to decrease width to capture different objects within the file. For example with Curate Rollo, two thirds of his body had one width, and the other third of his body had another. To remedy this situation I opened the same file twice in Tile Molester, and had one with the first width and the other with the second width. And remember sometimes assembly is involved.
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#10
(11-15-2008, 02:52 PM)Carpaccio Wrote: And Solink, to get the right offsets, you usually have to mess around with Decrease/Increase Width, and Byte Forward/Backward. It's all a matter of what you're looking at. Keep in mind some files have different offsets for different objects within the files. For example, with a Slime that is both rescued and is able to be in the tank as a crew member, there will be different offsets for the 'rescue' sprites and the 'battle' sprites. Also, at times you will need to decrease width to capture different objects within the file. For example with Curate Rollo, two thirds of his body had one width, and the other third of his body had another. To remedy this situation I opened the same file twice in Tile Molester, and had one with the first width and the other with the second width. And remember sometimes assembly is involved.
I meant how do you get the right pallette
[Image: scaled.php?server=441&filename=ipposig.png&res=medium]
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#11
THAT I'm not sure of. I don't know of any DS emulators that can export Palettes, so what I do is use the old method of recoloring in paint using the examples I provided above, which usually works. Just make sure there are no recurring colors in the palette used for viewing in Tile Molester.
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#12
[Image: npc.png]
how is called that thing? Tongue
[Image: scaled.php?server=441&filename=ipposig.png&res=medium]
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#13
That happens to be Mr.Hooly. He's Hooly's father and is rescued in the same area as Mrs.Hooly. After they are rescued they hang out downstairs in Rocket's house. Speaking of Hooly, I'm going to be working on him next. I'm also exploring some other games such as Klonoa Heroes and Sword of Mana, Sword of Mana is particularly annoying and is one of the more difficult games to assemble I've seen yet. I'm only looking for two different characters in that game and I haven't even been able to start on ONE it's so horribly organized.

Anyway, I'll put your sheet up in the list. Also, I favor not putting credit tags on mine since for one it's not really my property and two it's sort of annoying for people who save them for use later. I prefer to make just easy to use, precise, well organized sheets that don't need explanation. Anyway. You did an excellent job. Well organized, and properly colored, good work buddy.
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#14
I think the person who rip it can decide if add credits or not. If you don't want to add credits, don't add them, but let Solink do it Smile

EDIT: Forget what I said, I didn't understand what you said xD. Also, very good rip guys! I hope you continue with this, I like this game.
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#15
Well folks, sorry about the absence, been having some personal problems with family. I'm working on Bo now, since she's pretty easy, only a few of her sprites have separate components. I've been working on some other projects as well, since one game continuously can get boring.

Also I'd like some othe rpeople to actually join in. I feel lonely! ):
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