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Dragon Quest IV NDS Monster Rips Updated 9/14; Through 30
#8
All your sheets have an offset they shouldn't have.
Eg: monster #1 should look like this:
[Image: m000.jpg]

You can use this plugin for Tahaxan (save as DRAGONQUEST4.xml), but since Tahaxan doesn't support 8bit multipalettes, not all monsters can be ripped correctly with it.
Code:
<?xml version="1.0" encoding="UTF-8" ?>
<game>
    <info>
        <title>Dragon Quest IV</title>
    </info>
    <formats>
        <format pattern="\.tex\.lz$">
            <file_type>TEXture File</file_type>
            <type tiled="false">Picture</type>
            <compressed>True</compressed>
            <data>
                <format>Lua</format>
                <loader>
                    <![CDATA[
                      
                        -- currently only TextureObject is supported
                        if(buffer:sub(0x00,0x0D) == "TextureObject") then

                            palOffset = string.byte(buffer:sub(0x3D)) + 16^2 * string.byte(buffer:sub(0x3E)) + 16^4 * string.byte(buffer:sub(0x3F)) + 16^6 * string.byte(buffer:sub(0x40));

                            --palSize = string.byte(buffer:sub(0x39)) + 16^2 * string.byte(buffer:sub(0x3A)) + 16^4 * string.byte(buffer:sub(0x3B)) + 16^6 * string.byte(buffer:sub(0x3C));
                            palSize = buffer:len() - palOffset;
                            
                            
                            palType = string.byte(buffer:sub(0x21));
                            if(palType == 4 or palType == 1) then
                                palType = PALETTE_8Bits;
                            elseif(palType == 3) then
                                palType = PALETTE_4Bits;
                            else
                                invalid = "Unsupported Palette Type: " .. palType/256;
                                palType = 0;
                            end
                            
                            picOffset = string.byte(buffer:sub(0x35)) + 16^2 * string.byte(buffer:sub(0x36)) + 16^4 * string.byte(buffer:sub(0x37)) + 16^6 * string.byte(buffer:sub(0x38));
                            
                            picSize = string.byte(buffer:sub(0x31)) + 16^2 * string.byte(buffer:sub(0x32)) + 16^4 * string.byte(buffer:sub(0x33)) + 16^6 * string.byte(buffer:sub(0x34));
                            
                            --picSize = 0;
                            if (picSize == 256*192) then
                                imgWidth = 256;
                                imgHeight = 192;
                            elseif (picSize == 64*96) then
                                imgWidth = 64;
                                imgHeight = picSize / 64;
                            elseif (picSize == 256*128) then
                                imgWidth = 256;
                                imgHeight = 128;                            
                            elseif (picSize > 256*256) then
                                imgWidth = 512;
                                if((picSize / 512) % 1 ~= 0) then
                                    imgWidth = 0;
                                    imgHeight = 0;
                                else
                                    imgHeight = picSize / 512;
                                end
                            end

                        else
                            invalid = "Unsupported Texture type '"..buffer:sub(0x01,0x0F).."'.";
                        end
                        
                    ]]>
                </loader>
                <saver>
                </saver>
            </data>
        </format>
    </formats>
</game>
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RE: Dragon Quest IV NDS Monster Rips Updated 9/14; Through 30 - by Barubary - 09-14-2008, 08:30 AM

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