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Ripping from Magical Starsign [NDS]
#13
(03-20-2019, 03:26 PM)Lumialle Wrote:
(03-20-2019, 03:09 PM)Akaiji Wrote:
(03-20-2019, 12:32 PM)Lumialle Wrote: Aah this makes so much sense now! Thank you! I was using HxD but had no idea how to read it.
Sometimes the images come out skewed in Tile Molester, how do I get them straight? It's a bit tricky so I was wondering if you knew how ''


You can try Byte Back (-), Byte Forward (+), changing the width or using the arrow keys. If nothing works, could you post a screenshot?

I managed to get that correct, but I'm running into trouble with the byte reading method. I'm going through the obj_ncg1.dat file and trying to grab the overworld sprites, but I can't seem to get the pallette right even though I'm using the one that's shown up. I'm at line 00 00 04 B8 with pallette 00 00 84 B8 respectively, and I just can't seem to find the correct pallette for this.
Granted, this particular sprite has already been ripped (I believe it's the dodo) but it's a good test to see if I'm doing it correctly.
I have managed to grab some bits and pieces that are correctly colored, but this issue appears frequently in other files too. For example, the overworlds in amigo.dat do the same thing.

I found the palette for the obj_ncg1.dat and obj_ncg2.dat. These files only contain the graphics while obj_ncl1.dat and obj_ncl2.dat contain the palette data. The bad news is you'll need to do a little bit of stitching.

  1. Open obj_ncg1.dat and obj_ncl1.dat in HxD, go to the end of the obj_ncg1.dat and take note of the offset, in this case, it is 2B90B8.
  2. In the obj_ncl1.dat file, go to the first offset (Press Ctrl + G and put the first offset - 000004B8), select and copy everything bellow.
  3. Go back to obj_ncg1.dat and paste, a confirmation window will pop up and press Ok.
  4. Go to File > Save as... and save with any name you want.
  5. Open the new file on Tile Molester and do the same steps as before.
  6. In the Palette step, you'll need to put the old file size as the offset - 2B90B8. The rest is the same.
  7. Where the colors are shown, there is a box with a 1 inside, change it to 32. This is because the size of each palette is 32 bytes.
  8. Now for every offset from obj_ncg1.dat, you just need to hit the > to load the correct palette, and it seems that in this file, you'll need to do some rearrangement in some sprites.
For the other files, I'll have to look into it.
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Thanked by: Lumialle


Messages In This Thread
Ripping from Magical Starsign [NDS] - by Lumialle - 03-12-2019, 03:41 AM
RE: Ripping from Magical Starsign [NDS] - by Akaiji - 03-20-2019, 06:15 PM

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