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A while ago, I came on here and made a few tools for ripping sprites from WayForward games. Someone compiled the DuckTales: Remastered ones together and uploaded them in my name (Thanks, kind stranger!) but it looks like the folks who originally asked me about Bloodrayne: Betrayal never did anything with the sprites. That won't do at all, will it?
Since this is my first rip, comments/feedback would be appreciated.
Oh, and I noticed that Random Talking Bush did a rip of some Shantae sprites that look a tad like some of the DXT compression went a bit off. If someone has these or some other .anb files from other WayForward games, I'll gladly take a look. I added a few to my wishlist on Steam, but I'd have to wait for those to go on sale cause I'm a cheapskate and all that...
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Oh hey, do you mind if I make a request?
There's another wayforward game that structures the anb files the same way as Duck Tales, but doesn't use the same image format.
Could you make the wflzex thing-y just output the decompressed wflz parts instead of build the images?
I would really appreciate it.
(05-17-2015, 04:27 PM)Daxar Wrote: Oh, and I noticed that Random Talking Bush did a rip of some Shantae sprites that look a tad like some of the DXT compression went a bit off. If someone has these or some other .anb files from other WayForward games, I'll gladly take a look. I added a few to my wishlist on Steam, but I'd have to wait for those to go on sale cause I'm a cheapskate and all that... I'll be sending you the .ANB / .TEX files that the game has shortly, so you can check for yourself.
As and for the DuckTales Remastered sprites, I did so earlier. Credited you for those of course since you did all of the work with the sprite-conversion program and all.
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05-17-2015, 09:30 PM
(This post was last modified: 05-17-2015, 10:54 PM by Daxar.)
Thanks, Random Talking Bush! Have a new executable that should extract all those properly. Two separate programs, actually, since the .tex and the .anb files seem to be set up quite differently in terms of headers and compression.
@Ploaj: Ask and you shall receive. The texture header (which contains important info such as width/height) is generally right BEFORE the WFLZ compressed data, so I went ahead and just spit the relevant info out into the command line as it decompresses. Good luck! And if you have any .anb's in particular you'd like me to take a look at, let me know!
These are great! WayForward has some awesome graphics. I can't wait for more!
Quote:You had wasted MY LIFE... waiting for just a goddamn bunnelby model.
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05-18-2015, 11:27 AM
(This post was last modified: 05-19-2015, 02:34 PM by Daxar.)
More on the way! Bloodrayne's gallery format was just normal PNG images, which I didn't realize before. Derp.
And the shantae .tex extractor works fine with DuckTales .tex files too, so there's that also...
And on a non-WayForward note, Little Inferno!
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05-27-2015, 06:50 PM
(This post was last modified: 05-27-2015, 06:57 PM by Daxar.)
I snatched up WayForward's game Double Dragon Neon during a Steam sale, and managed to figure out the .anb format entirely. While most of the game's data is in 3D model (.gr2) format, there's quite a lot of 2D sprites also!
(No need to post the program, since this is all of the 2D textures in the game, but here's the source code, which should help with figuring out .anb formats in other games)
Awesome stuff! You're knocking it out of the park lately!
Quote:You had wasted MY LIFE... waiting for just a goddamn bunnelby model.
-The prestigious Farlavor
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06-02-2015, 08:52 PM
(This post was last modified: 06-23-2015, 04:42 PM by Daxar.)
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06-03-2015, 07:41 PM
(This post was last modified: 06-03-2015, 07:43 PM by Davy Jones.)
Nice, but why are some of them in a .zip like King Knight? I doubt that he has so many frames in comparison to the other enemies.
Btw, are you going to rip Kratos too?
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06-03-2015, 09:53 PM
(This post was last modified: 06-03-2015, 09:56 PM by Daxar.)
King Knight was composed of 6 different .anb files, hence my program spit out 6 sprite sheets... and at that point it was just easier to zip them all up than stitch them together manually. No other reason tbh. Same with the other sheets I packaged as .zip files.
I have no idea what Kratos is; I'm not seeing an .anb of that name in the game's directory. Maybe it's there under a different name? As far as I know, I've ripped every image in the game, so it should be there somewhere unless I missed it.
EDIT: Ah, that would explain it. "Kratos is a new optional Boss in Shovel Knight that only appears in the PlayStation versions of the game." Seeing as I don't own the PlayStation version, there's no real way for me to rip it. If anyone has it and can send me a .pak or .anb, I'd be glad to.
I'd rather get the Battletoads in that case.
06-04-2015, 05:31 PM
(This post was last modified: 06-04-2015, 05:31 PM by Random Talking Bush.)
(06-04-2015, 04:53 PM)Magma Dragoon Wrote: I'd rather get the Battletoads in that case. Too bad there's only an XBox One version of that and not a 360 version, making it currently impossible to rip.
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So, WayForward just released their mobile game "Mighty Switch Force! Hose it Down!" on Steam, which is basically a casual knockoff game from Mighty Switch Force 2. It seems to be Unity-based, and after extracting some images and converting them to .dds, you get this:
Ew. I managed to extract the fx here (fire, smoke, etc), and I think I got it all mostly correct (or at least a reasonable approximation), but the characters are a complete nightmare, as there's no rhyme or reason to how Unity laid out the atlas, and there are often pixels of difference between frames. Anyone up for a challenge, or have some tips, or anything?
Unity games are often laid out like this - I believe it's because these games all use the same engine to generate their sheets. I'm not sure there is any structure to it but there must be some sort of table in these games that refer to the individual sprite locations in these files.
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Leave behind anything paper
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