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.NDS graphic ripping
#4
I just took a look at it; the pokémon sprites appear to be in monster.sbin which is a container format of some sort. Up front is a list of "files" with a name (8 bytes), a data offset (4 bytes) counting from the start of the .sbin and a data size (4 bytes). The list is null-terminated (at the end are 16 zero-bytes marking the end of the list).
The palette is the "palet" file and surprisingly uses four bytes per pixel. Yes, it contains only 14 16-colour palettes for all the pokémon.
The pokémon files contain all the sprites of one monster each, but I couldn't figure out the exact format yet... I think they do not only include the graphics (which you can easily view with TiledGGD, but you'd have to adjust the offsets for every single one manually), but also other information of whatever kind. Well, the pokémon files all seem to start with "SIR0" as file identifier.
Well, at least they do not appear to be compressed! Wink

For example, Bulbasaur data starts at 0x1F40, but the first frame is located at 0x7B84 (tiled (press 'F' in TiledGGD), 4 bits per pixel, four tiles width).
Thanked by: Garamonde


Messages In This Thread
.NDS graphic ripping - by Wigglytuff - 08-26-2012, 03:21 AM
RE: .NDS graphic ripping - by Previous - 08-26-2012, 04:18 AM
RE: .NDS graphic ripping - by Wigglytuff - 08-26-2012, 05:20 AM
RE: .NDS graphic ripping - by Previous - 08-26-2012, 05:55 AM
RE: .NDS graphic ripping - by Goemar - 08-26-2012, 07:42 AM
RE: .NDS graphic ripping - by Garamonde - 08-26-2012, 12:08 PM
RE: .NDS graphic ripping - by Previous - 08-26-2012, 01:37 PM
RE: .NDS graphic ripping - by Garamonde - 08-26-2012, 01:49 PM
RE: .NDS graphic ripping - by Previous - 08-26-2012, 03:07 PM
RE: .NDS graphic ripping - by gensym - 08-26-2012, 03:14 PM
RE: .NDS graphic ripping - by Previous - 08-26-2012, 03:21 PM
RE: .NDS graphic ripping - by gensym - 08-26-2012, 04:56 PM

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