Posts: 76
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01-22-2012, 08:10 PM
(This post was last modified: 03-29-2012, 05:11 PM by Avegaille.)
As of March 30, 2012: This project is complete. However, there are some very old head designs of the main characters from the very first Japanese Inazuma Eleven game. You can use the same method mentioned here if you wish to rip those yourself.
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I am new to this place but I wish to share a project that I am working on. If you're familiar with Inazuma Eleven and its players, you'll know that there are thousands of them in one game alone.
The third game, and the third version, which is The Orge, probably has more than what you can imagine. My exact count for the players' sprites is 2547 (some are repeats of different expressions for headshots). Uniforms or the base has 2 types, one for the player, the other for the goalkeeper, and they have 7 types of body shape, which makes it 14 for each uniform alone.
With 2,547 heads alone plus 1524 body shots, it's impossible for one person to rip them all.
You're probably wondering why I know the exact number of headshot sprites... aren't you? Actually, screw that, I'll show you a tutorial on how I did it.
Stuff needed:
- Tinke ver. 0.8.3.0 (until the new version is out/released to the public, I'm linking to the post of the creator of the program who shared to me the latest version)
- NET Framework ver 3.5 (you won't be able to use Tinke without this)
- Your own IE3 Orge ROM (BOEJ) (sorry, not posting links for this for the obvious reason)
How it works:
- Once you got Tinke working and got yourself the IE3 Orge, you can open the ROM directly from there. (You may want to change the language to English via the Language interface, as the default language is Spanish atm and restart the program again).
You will see something like this.
- Now go to dataiz -> face2d. You will see this.
Right now, the important things here are fab.pkb (this is where the body shots/uniforms are) and fac.pkb (this is where the faces of ALL the characters (including minor ones) are stored). I boxed map2d, of course you'll know what it is for if you ever decide to rip the preview map (the one that you see on the upper screen of the DS) of the game. But for now, I'll show you how the headshot ripping is done.
- Let's rip off a uniform/body shot first. First, select fab.pkb and press Unpack. You will see more files inside this. And this is where I got my number of body shots alone. It'll look something like this.
- For this tutorial, select File0.pac_ and press Unpack. You'll see that there's another file inside it of the same name. Select that file and press Unpack for the last time. Now, you will see that there are 4 files inside it. You should see something like this.
We only need 3 of these. As you can see from this pic, I already labeled what we needed. The first one is the palette, the second is the map, and the third is the tile. But in opening this, the order is actually Palette -> Tile -> Map.
- Let start with the palette. Make sure the Windowed Button is not Selected or active or you will have cluttered windows in your desktop. Select File0 - 0.bin and then press Open As and click on Palette. You will see something like this.
To make your life easier, you can also press P on your keyboard and you'll automatically see the palette the same way as in the image.
- Next, we go to the Tile. Select File0 - 2.bin and then press Open As and click on Tile. Now, you will see something like this.
There's also a keyboard shortcut for this, just Press T to achieve the same effect. As of the moment, you can see it looks messed up. This is where the last one comes into play, the Map.
- Select File0 - 1.bin and then press Open As and click on Map (Or you can use the keyboard shortcut by Pressing M). You will see the pieces come together, but still something looks wrong. Now, you must change the width and height to 64x64. Once you've done that, you will see this.
This one is the Normal Body for the Raimon uniform. Now you can Print Screen and Paste in an image editor like Paint (I use Photoshop cause it's easier for me). You can do the same technique with the headshots, just start with fac.pkb instead of fab.pkb.
NOTE: This is also the same for the maps/overworlds, as I've selected earlier. Just follow the same instructions (just ignore the changing of width and height as it is automatic) and you'll get yourself a nice blank map/tile or something. (I am clueless to what you really call these things OTL). You can keep experimenting and find other things to rip, just as long as you remember these instructions. SPF file extension is still under development from the creator of the program, so let's just wait until he makes a new revision or something.
Now you know how to rip IE sprites, I wish to propose a project. As there are 2,547 headshots, it would be best if this is done by 200s for each sprite sheet. Anyone is welcome to join this project, just state the number of where you'll be starting with the headshots so we don't have repeats. I'll keep this first post updated and list the people working on what range of files.
And with that, here ends my post. If you're interested, post away, I'd appreciate it. (Note that I can only reply in the weekends due to hectic work schedules... OTL)
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I am impressed with all this preview work, I wish you luck in this project. One thing that I can suggest is to rip and make separate sheets for every part (i.e one sheet for all the bodies, another for 'small people', another for 'normal people', another for 'bulky people' etc). This way you might reduce the workload, as you'll leave the assembling to the sprite user, and not you.
I wonder if the same technique will work in other Inazuma Eleven games, I think so because they're pretty similar, but who knows.
also, another nitpick: whouldn't be better to start numbering the sprites as 1-200 instead of 0-200? If you count 0, you'll actually have 201 sprites on the sheet.
I've edited your post so the image links appears embedded on your post.
Another thing (dear god when I'll stop nitpicking aaaaa) I want to ask before you delve into this deeper is about this image:
does the pink box respect the sprite's rendering offset? In other words, you already know that the heads and bodies are different sprites, and requires assembling. That is a time consuming for the sprite users and even if they assembled them, the probability of it being innacurate by some pixels will be bigger. Does the box display the sprite in their right positions? This way, the users can assemble them perfectly without hassle.
PS: my sister loves Inazuma Eleven too, this'll make her extremely happy!
01-23-2012, 01:25 PM
(This post was last modified: 01-23-2012, 04:53 PM by redblueyellow.)
Awesome, I was actually hoping to get back into ripping from the Inazuma Eleven games soon, this give me some motivation to start. Anyways, I'd be glad to help.
I'm not sure how many we're allowed to claim per set, but if I can I'd like to claim 300-599. I've been working with Tinke a bit lately so it should hopefully be fairly easy.
EDIT: If not, then 300-399 should work.
EDIT 2: Progress It seems as if the 64x64 dimensions don't match up perfectly to fit on the body (see 7th on top row), so I'll try to tweak it around a bit to find what works.
Currently working on: moving
oh well, if the pink box's offset was correct, assembly would be much easier. But does this problem only occur with that guy? Also wouldn't that be because of his body shape?
01-23-2012, 08:52 PM
(This post was last modified: 01-24-2012, 01:19 AM by redblueyellow.)
Yeah, I checked with his body shape, and the one that matches with him is positioned slightly above and to the right of the others, so they are aligned properly. All good, guess I was just being lazy with assuming it was off.
EDIT: More Progress, I'll be done with 300-499 by tomorrow.
Also, here's a section icon for when sprite sheets eventually get submitted.
Currently working on: moving
Currently working on: moving
heh, they remember of me drawing several weird faces on a blank sheet
Posts: 76
Threads: 7
Joined: Jan 2012
01-24-2012, 11:11 PM
(This post was last modified: 01-24-2012, 11:21 PM by Avegaille.)
Thanks for the replies and the help guys... xD
And to answer some questions...first the uniforms/bodies. The reason why I wish to do them by uniforms and not by body types is because there are like 1,000+ files just for these. If you arrange them by uniforms (anyway, the body type is arranged the way I classified it in here) it'll be much easier. As for the pink box, I believe the characters are positioned that way to match with the bodies, but I could be wrong... OTL
As for the other IE games, I have to test it out if a new fix comes out from the creator of the program. I tried using it with previous games but the second unpacking doesn't work (as noted above you have to do it like twice or more to get the 4 files inside) xD
As for the numbering, I actually based that from the file that starts with a zero. I suppose it should be 0-199, 200-399 etc... so yeah thanks for pointing that out. xD;
redblueyellow, thanks for helping in starting out on the project, but if you don't mind, is it possible to do 200-299 also since you already started at 300+ but it's better if we do this by the 200s... I'll get working on 600-799 as soon as I finish on 0-199... xD;
Anyway, I shouldn't be OL on the weekday as I have work tomorrow, but I'll do some peeking here and there. (right now I'm at a proxy because my net is shit and won't load this site through normal means... )
01-25-2012, 12:05 AM
(This post was last modified: 01-25-2012, 01:47 AM by redblueyellow.)
Avegaille: Yep, I'll make sure to post 200-299 next. From now on I'll claim them in sets of 200's in case anyone else would like to contribute to the project.
EDIT: Also, I just noticed that when I asked if I could rip 300-599, it doesn't break up evenly into two 200-increment sheets... Not sure how to go about that, I'll fix the sheet that I posted earlier to 200-399 and post another sheet that will be 400-599. Sorry about the mix-up.
EDIT 2: Here's the updated sheet:
I'll have 400-599 done by tomorrow.
Currently working on: moving
01-25-2012, 04:48 PM
(This post was last modified: 01-25-2012, 04:49 PM by redblueyellow.)
Could I claim the next 200? (800-999, or another 200 group)
Currently working on: moving
They're both up.
Also, why do some heads have purple BGs and the others have magenta BGs?
01-27-2012, 01:00 AM
(This post was last modified: 01-27-2012, 02:32 AM by redblueyellow.)
Mighty: It's just the default background that shows up for the image, nothing different in the palette or anything. Not sure why some of the background colors are different for some sections of headshots than others, but it's just the way it showed up on Tinke.
EDIT: And a preview of the next sheet if anyone would like to see.
EDIT 2: Also, for the bodyshots, how many were you thinking for each sheet? I can probably start working on some of those too.
Currently working on: moving
Posts: 76
Threads: 7
Joined: Jan 2012
(01-27-2012, 01:00 AM)redblueyellow Wrote: Mighty: It's just the default background that shows up for the image, nothing different in the palette or anything. Not sure why some of the background colors are different for some sections of headshots than others, but it's just the way it showed up on Tinke.
EDIT: And a preview of the next sheet if anyone would like to see.
EDIT 2: Also, for the bodyshots, how many were you thinking for each sheet? I can probably start working on some of those too.
Thanks for all of your work so far... I wish I could be as fast as you are but I'm have work and stuff... xD
You can go ahead and claim the next set of 200s if you want, and as for the bodyshots... Maybe we should have like 5 sets of 14 bodies per sheet... depending on what you can find. Aside from the uniforms, I know there are other bodies in there (like Aki's, Haruna's and Natsumi's school uniforms and even that Mr. Fuyukawa) so tell me what numbers those are in case you find them while doing the sets of uniforms.
Also I suggest doing them in the order that you found them in Tinke so it won't be too confusing... *bricked*
Don't worry, I'll be sure to go in order. And I guess I'll claim the next set of 200. Not sure if I'll start on the bodyshots yet, I'll look into it though.
Currently working on: moving
Posts: 76
Threads: 7
Joined: Jan 2012
Nice job there...
And I've finally finished 0-199, so here it is:
Also, I am having problems with my net... or rather my IP address. For some reason, my IP is banned from this forum but I didn't even do anything. (it's probably someone who shares an IP address with me that did this or something) I wonder who I can talk about this since I don't really want to keep resetting my router to get a new IP address... OTL. Right now I'm using a proxy... =/
Next set that I claimed to be up by next week. I still need to finish that Emmy Altava fanlisting. And then I'll start with the bodies. 14x5 = 70 so I'll work on the first 70 files.
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