06-17-2011, 12:49 PM
As I mentioned before, the palettes are located (uncompressed) in the .dscr files, using the DS's default bgr555 format. The first 0x18 bytes are header data, the rest is all palette data.
Ripping Questions
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06-17-2011, 12:49 PM
As I mentioned before, the palettes are located (uncompressed) in the .dscr files, using the DS's default bgr555 format. The first 0x18 bytes are header data, the rest is all palette data.
06-17-2011, 02:09 PM
How would I go about inputting that into tile molesters tmspec.xml?
It's been a while since I write those, but this should work (at least it did on the couple of files that I tested);
Code: <palettefilter extensions="dscr" colorformat="CF00" size="4096" offset="24"> Thanked by: Carpaccio
06-19-2011, 01:32 PM
Which of the following is the easiest to rip generally? I'm rather curious:
Sounds, textures or models?
06-19-2011, 01:57 PM
(06-19-2011, 01:32 PM)Mighty Jetters Wrote: Which of the following is the easiest to rip generally? I'm rather curious:I think that the order you have there might be accurate. Sounds can be recorded with any ol' sound recording program (and most games nowadays have either sound tests and/or individual volume controls so that you can mute the music), textures can sometimes be a bit tricky to rip (especially from older or non-PC games), and models usually have to go through a lot of fixing/repositioning before they can be worth submitting, whether ripped through 3D Ripper DX or extracting it directly from the data (which can be tricky). If you ask me, anyway. Thanked by: Garamonde
I was thinking that. I was hoping to someday be able to have a thread for everything, and wondered where I should start (I thought of sounds, so GrooveMan said I should ask Dazz when I'm ready to try) expanding my ripping range.
I'll probably look into sounds next. Might even come sometime in the near-ish future hopefully!
06-21-2011, 05:15 AM
Sounds are pretty easy depending on what you want to rip. The DS and PC can be easier than clicking a button.
Thanked by: Garamonde
06-23-2011, 08:48 AM
Ohai gaiz.
Me again. How does one properly tile-rip from Yoshi's Island DS?
Alright, I'm practically a complete noob at this. I did a little SNES and NES sprite ripping ages ago, and am now looking to rip a handful of DS sprites.
Now, from what I've gathered, the most effective way to rip a handful of sprites from Kirby Super Star Ultra, a DS game, would be to: First find an emulator (preferably with layer support), download a rom of the game, and acquire the latest version of AnimGet. Second, play through the game up to the point the sprites appear, at which point I'd boot up AnimGet to take a few screenshots, and then edit the sprites out of those screenshots. Before I go through with all that, I merely wish to ask: this is currently the easiest and most efficient way to do it, correct? I merely don't want to go through this only to discover there's a program like YY-CHR out there somewhere.
06-23-2011, 08:12 PM
What emulator are you using? Most of them can disable layers I'm pretty sure.
I'm trying to use No$GBA to rip sprites from DS games, but whenever I try to load one it says "Cartridge not found," or "The save file cannot be read. Please take out the cartridge and try again," or something like that even though I haven't saved anything on it. Does anyone know how I can solve this problem?
Edit: Don't worry, fixed it
EDIT: Never mind on the first question.
Ok, I found something else: The Thor Trilogy. It runs on DOS, and I happen to have a DOS emulator for that. Would it be accepted?
06-25-2011, 07:15 AM
Sure thing, TSR even accepted Chuck Norris Superkicks & Homestar Runner RPG.
06-25-2011, 09:29 AM
Thanks. I'll try to do them soon. I've got a lot of things going on.
06-30-2011, 10:56 PM
Dagh...this is horribly irritating...can anyone tell me how to rip from Disgaea 3?
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