10-08-2024, 08:29 AM
(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 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!