That it is. Considering it's from the Ghostbusters game and unused content, shouldn't be too surprising. Aha...well that solves the first one. Thanks. I'll get to work goign through them and getting what I can. Hope something pops up for the Wii version cause it's a lot better.
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Ripping Questions
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01-12-2014, 01:58 AM
Well that's pretty awesome.
02-01-2014, 09:50 AM
(This post was last modified: 02-01-2014, 09:51 AM by Deathbringer.)
Does anyone know if a method for ripping Shin Megami Tensei Strange Journey's animations been developed yet? From the files (which when decompressed and unpacked result in files ending with DAT, GFAN, GTSF, and GFNT) in the ROM itself?
02-02-2014, 04:21 AM
02-02-2014, 06:23 AM
https://www.dropbox.com/s/o1auiqarlwb146...ourney.zip
4 = Stuff that NinUnpack was able to to do 5 = Stuff I had to manually split up since NinUnpack couldn't do it (those files were version 5, I guess.)
02-02-2014, 10:49 PM
You can view the sprite pieces easily with TiledGGD, they're stored in the GFNT files. Do you want a way to put them together to create the actual sprites? There's no existing documentation on how to do that, but apparently that information is within the GTSF files. I can give it a shot and try figure it out.
03-19-2014, 10:41 AM
So i was wondering if there is a preferred coloring palette for genesis games? I just recently ripped a bunch of sprites using Gens, but the game I am currently working on only seems to run in RetroArch/Mess. RetroArch's screenshots seem to be a little off in color from the Gens ones. I also used Regen a bit, as I had to debug the game I used Gens on, and the screenshots I tested with it were slightly different as well.
06-30-2014, 05:30 PM
07-02-2014, 12:42 AM
Turns out Shovel Knight's .pak files unpack into...ANB files. We went over these before but these are apparently different. Can anyone have a look please?
Sample File
07-02-2014, 01:03 AM
(07-02-2014, 12:42 AM)Carpaccio Wrote: Turns out Shovel Knight's .pak files unpack into...ANB files. We went over these before but these are apparently different. Can anyone have a look please?They don't appear to be the same format as DuckTales Remastered or BloodRayne, from what I've seen. It seems to be a different format entirely that just happens to share the same extension name.
07-02-2014, 01:09 AM
I'll assume you've seen Daxar's new extraction program in the Ducktales thread, since it's your thread. Although the fact that Shovel Knight isn't made by WayForward doesn't make it likely to be the same format anyway.
Unfortunately this looks compressed and I'm hopeless with figuring out compression, sorry! Out of curiosity though, how did you manage to extract those .pak files?
07-02-2014, 08:48 AM
Thanked by: puggsoy
07-02-2014, 01:51 PM
That .anb from Shovel Knight has what looks to be compression headers in it labeled with "YCLZ", which I would guess would stand for "Yacht Club Lempel-Ziv". Possibly some kind of standard LZ compression, more than likely a proprietary compression format of their own. Outlook for decompressing that not so good imo. But they look like small enough of an indie dev, so I shot them a line just to see. I should probably research compression formats a lot more so I actually know what I'm doing, and maybe figure stuff like this out by myself...
07-03-2014, 08:02 AM
Yeah, I've tried looking into the format myself. But with my extremely low level of knowledge of such things, it didn't turn up much obviously. I hope we can figure it out. I'd love to get a good look at the graphics of this game, as any other attempts at ripping thus far has failed.
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