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Attempting to rip sprites from a DSiWare game (Mighty Milky Way)
#1
Hello!

I am attempting to extract sprites from Mighty Milky Way using Tinke and convert them into an easily viewable format, but don't know how to do so due to the file types.

I can view the pallets for them, but many of them seem to use the .ANM file type (Tinke says it's an unknown type), and I don't know how I would go about viewing it and converting them to sprites. Yes, I did try to open them as a tile and tile map, but that didn't work. I also tried extracting an .ANM file and playing it in VLC, which also failed to display anything.

I'm mainly interested in extracting the sprites for Luna (the main protagonist) and the level clear screens. Most of the .ANM files are next to similarly named pallet files, so I assume those are the sprites. I also see .TS8, .SCN and .LYR near similarly named pallet files, so I assume those are sprites too.

Is there a software that could easily view the sprites and convert them with the proper pallets, or an external program that could convert them into a more common file type that I could view easily? I also tried MKDS Sprite Modifier, but no luck with that (the software was also glitchy).
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#2
Hi! Could you send some of each of those files (and their corresponding pallet files)?
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#3
(01-17-2024, 11:36 PM)Samevi Wrote: Hi! Could you send some of each of those files (and their corresponding pallet files)?

Sure thing.

These are all the files that came up when searching for the file types mentioned in my initial post. I've separated each one (including pallet files) into distinct folders. 
(I had to upload it to MEGA due to the file limit here.)

In case that's too much, I've also attached a folder to this post with some files excluded, although I've kept most (if not, every) pallet file as far as I know.

Apologies for the late reply. I don't check this site as often as I do other places I'm active on.


Attached Files
.zip   Mighty Milky Way sprite and pallet files (less files).zip (Size: 881.66 KB / Downloads: 88)
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#4
After some brief investigation, I've concluded that the .ANM files only contain animation data - no sprites themselves.
What you want is the .TS8 and .SCN files: run them through a tile viewer like TiledGGD with the corresponding .PAL set as the palette data.

I'm not entirely sure what the LYR files do or how to use them, but from here you should be able to get what you need just by fiddling with the settings until things look right.
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#5
(02-01-2024, 12:35 AM)Samevi Wrote: After some brief investigation, I've concluded that the .ANM files only contain animation data - no sprites themselves.
What you want is the .TS8 and .SCN files: run them through a tile viewer like TiledGGD with the corresponding .PAL set as the palette data.

I'm not entirely sure what the LYR files do or how to use them, but from here you should be able to get what you need just by fiddling with the settings until things look right.
Thank you for your findings. 

I should've expected the ".ANM" extension to only contain animation data rather than sprite and animation data.

I've never used TiledGGD before, any tips or guides I should be aware of?
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#6
(02-01-2024, 03:14 AM)BillyBobResources Wrote:
(02-01-2024, 12:35 AM)Samevi Wrote: After some brief investigation, I've concluded that the .ANM files only contain animation data - no sprites themselves.
What you want is the .TS8 and .SCN files: run them through a tile viewer like TiledGGD with the corresponding .PAL set as the palette data.

I'm not entirely sure what the LYR files do or how to use them, but from here you should be able to get what you need just by fiddling with the settings until things look right.
Thank you for your findings. 

I should've expected the ".ANM" extension to only contain animation data rather than sprite and animation data.

I've never used TiledGGD before, any tips or guides I should be aware of?

There's a brief tutorial here:
https://www.vg-resource.com/showthread.php?tid=21436#

It's under Sprites > Tile Ripping > Tile Molester / TileGGD
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#7
Question 
Hey BillyBobResources, & Samevi

I've been taking a crack at ripping all the sprites/art from this game for a few days now, but I haven't had any luck extracting/unpacking the games sprites content; let alone knowing which of the proprietary file formats contains the sprites I'm looking for. All because I want to use these sprites for a project I'm planning on doing soon.

So far I've only used TinkleDSi v0.9.3, Nitro Studio 2 Deluxe (for the .sdat), & TiledGGD. I've only gotten success extracting sound effects & music using Tinkle and Nitro Studio 2 Deluxe, but using the .TS8 and .SCN files with the corresponding palette data in TiledGGD I was still left with a corrupted image data even after messing with a the settings at the top. I can't think of any other ds/dsi/dsiware game that could have a file structure like this, or if this is just a wayforward thing (encrypting already encrypted data). Now having no other ideas on what to do next.

If BillyBobResources could report with any of your findings, I would very much appreciated it Smile ty
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#8
(07-22-2024, 03:07 AM)mukruh Wrote: Hey BillyBobResources, & Samevi

I've been taking a crack at ripping all the sprites/art from this game for a few days now, but I haven't had any luck extracting/unpacking the games sprites content; let alone knowing which of the proprietary file formats contains the sprites I'm looking for. All because I want to use these sprites for a project I'm planning on doing soon.

So far I've only used TinkleDSi v0.9.3, Nitro Studio 2 Deluxe (for the .sdat), & TiledGGD. I've only gotten success extracting sound effects & music using Tinkle and Nitro Studio 2 Deluxe, but using the .TS8 and .SCN files with the corresponding palette data in TiledGGD I was still left with a corrupted image data even after messing with a the settings at the top. I can't think of any other ds/dsi/dsiware game that could have a file structure like this, or if this is just a wayforward thing (encrypting already encrypted data). Now having no other ideas on what to do next.

If BillyBobResources could report with any of your findings, I would very much appreciated it Smile ty

Turning 4bpp, messing with the offset to remove useless bytes and honestly recommended Horizontal pattern for better image clarity on Luna.ANM and on Tinke should give you a slightly clearer view of the different pieces of the entire Luna animation sprite sheet, however, as far as I am aware of I am know of a correct combination to extract them completely clean (I have extracted stuff myself before by roughly putting all of the sprites together, which had a few missing pixels in comparison to the original ones in a few cases because of some tiles leaving some out). With some luck you can get the tiles to at least generate understandable chunks of a picture but no way to properly arrange them other than manually or perhaps going out of your way to hex edit it (why would you torture yourself like that). You should be able to do the same for other files by using their respective palettes, sometimes contained in .SCN. TS4 should have 4-bit depth while TS8 8-bit, ANM can have either but should mostly have 4-bit. That said, Mighty Milky Way's original uncompressed files were archived on web.archive.org months ago, though those don't count as rips. As a fun detail you should even find a sprite that looks like it's all garbage given it doesn't align right with the palette at the very end of Luna's file. It is actually a unused leftover Luna sprite with a different design to the finished game, whose palette doesn't match the new one.


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#9
(07-23-2024, 01:24 PM)Sosigonal Wrote:
(07-22-2024, 03:07 AM)mukruh Wrote: Hey BillyBobResources, & Samevi

I've been taking a crack at ripping all the sprites/art from this game for a few days now, but I haven't had any luck extracting/unpacking the games sprites content; let alone knowing which of the proprietary file formats contains the sprites I'm looking for. All because I want to use these sprites for a project I'm planning on doing soon.

So far I've only used TinkleDSi v0.9.3, Nitro Studio 2 Deluxe (for the .sdat), & TiledGGD. I've only gotten success extracting sound effects & music using Tinkle and Nitro Studio 2 Deluxe, but using the .TS8 and .SCN files with the corresponding palette data in TiledGGD I was still left with a corrupted image data even after messing with a the settings at the top. I can't think of any other ds/dsi/dsiware game that could have a file structure like this, or if this is just a wayforward thing (encrypting already encrypted data). Now having no other ideas on what to do next.

If BillyBobResources could report with any of your findings, I would very much appreciated it Smile ty

Turning 4bpp, messing with the offset to remove useless bytes and honestly recommended Horizontal pattern for better image clarity on Luna.ANM and on Tinke should give you a slightly clearer view of the different pieces of the entire Luna animation sprite sheet, however, as far as I am aware of I am know of a correct combination to extract them completely clean (I have extracted stuff myself before by roughly putting all of the sprites together, which had a few missing pixels in comparison to the original ones in a few cases because of some tiles leaving some out). With some luck you can get the tiles to at least generate understandable chunks of a picture but no way to properly arrange them other than manually or perhaps going out of your way to hex edit it (why would you torture yourself like that). You should be able to do the same for other files by using their respective palettes, sometimes contained in .SCN. TS4 should have 4-bit depth while TS8 8-bit, ANM can have either but should mostly have 4-bit. That said, Mighty Milky Way's original uncompressed files were archived on web.archive.org months ago, though those don't count as rips. As a fun detail you should even find a sprite that looks like it's all garbage given it doesn't align right with the palette at the very end of Luna's file. It is actually a unused leftover Luna sprite with a different design to the finished game, whose palette doesn't match the new one.

Thank you for the response! While I still haven't had time extracting assets from my copy of the game, I decided to check out the uncompressed files you mention over at archive.org as I never thought of checking to see if anything had been archive. Turns out the files that I've been needing are in this archive, which include hi-rez artwork (.png & .pxc) & sprites (.flc). Again Thanks! Genki ^_^
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#10
(07-23-2024, 01:24 PM)Sosigonal Wrote:
(07-22-2024, 03:07 AM)mukruh Wrote: Hey BillyBobResources, & Samevi

I've been taking a crack at ripping all the sprites/art from this game for a few days now, but I haven't had any luck extracting/unpacking the games sprites content; let alone knowing which of the proprietary file formats contains the sprites I'm looking for. All because I want to use these sprites for a project I'm planning on doing soon.

So far I've only used TinkleDSi v0.9.3, Nitro Studio 2 Deluxe (for the .sdat), & TiledGGD. I've only gotten success extracting sound effects & music using Tinkle and Nitro Studio 2 Deluxe, but using the .TS8 and .SCN files with the corresponding palette data in TiledGGD I was still left with a corrupted image data even after messing with a the settings at the top. I can't think of any other ds/dsi/dsiware game that could have a file structure like this, or if this is just a wayforward thing (encrypting already encrypted data). Now having no other ideas on what to do next.

If BillyBobResources could report with any of your findings, I would very much appreciated it Smile ty

Turning 4bpp, messing with the offset to remove useless bytes and honestly recommended Horizontal pattern for better image clarity on Luna.ANM and on Tinke should give you a slightly clearer view of the different pieces of the entire Luna animation sprite sheet, however, as far as I am aware of I am know of a correct combination to extract them completely clean (I have extracted stuff myself before by roughly putting all of the sprites together, which had a few missing pixels in comparison to the original ones in a few cases because of some tiles leaving some out). With some luck you can get the tiles to at least generate understandable chunks of a picture but no way to properly arrange them other than manually or perhaps going out of your way to hex edit it (why would you torture yourself like that). You should be able to do the same for other files by using their respective palettes, sometimes contained in .SCN. TS4 should have 4-bit depth while TS8 8-bit, ANM can have either but should mostly have 4-bit. That said, Mighty Milky Way's original uncompressed files were archived on web.archive.org months ago, though those don't count as rips. As a fun detail you should even find a sprite that looks like it's all garbage given it doesn't align right with the palette at the very end of Luna's file. It is actually a unused leftover Luna sprite with a different design to the finished game, whose palette doesn't match the new one.

Dang, if only the archive.org assets were available when I made my initial post and if only I thought to check back here sooner.

Like mukruh, this should work for what I need. The high resolution artwork and beta/unused assets are nice bonuses. Thanks!
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