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The Simpsons - Tapped Out RGB Files
#31
(09-08-2015, 07:31 PM)Daxar Wrote: Do you have the original .rgb file for that image, or are you adding it to the game? The compression/decompression routines look correct for that image (decompressing the "after.rgb" gives an image that looks identical to your "before.png"). I would suspect there's some other file that specifies image format, or something else is going on. Hard to say without a copy of the game myself.

look!original and after compression!

after compression The file weighs 2 times more



.zip   orig&compress.zip (Size: 4.97 KB / Downloads: 259)

(09-08-2015, 07:31 PM)Daxar Wrote: Do you have the original .rgb file for that image, or are you adding it to the game? The compression/decompression routines look correct for that image (decompressing the "after.rgb" gives an image that looks identical to your "before.png"). I would suspect there's some other file that specifies image format, or something else is going on. Hard to say without a copy of the game myself.

In compression RGB32!need RGB4444
Do please!!!
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#32
Both formats are perfectly valid, at least they should be from what I can tell of this format. They probably hardcoded some things they shouldn't have. In any case: https://dl.dropboxusercontent.com/u/3181...onsRGB.zip

For the images that are smaller (In this case, RGBA4444 as you mentioned), feed them into the rgbCompress_4444.exe instead.
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Thanked by: EL_BARTO
#33
What's with the crazy font sizes here? You might want to check your manners here, El_Barto...
Tsunami Bomb - The Simple Truth
We could run away
Leave behind anything paper
Not knowing where we're going to stay
When there's no Mondays

You're part of me, it's so easy to see the simple truth
When I'm in your arms, I feel safe from harm and sorrow too
You're part of me, it's so easy to see the simple truth
But most of all, nothing couldn't be solved when I'm with you
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Thanked by: puggsoy
#34
(09-08-2015, 09:48 PM)Daxar Wrote: Both formats are perfectly valid, at least they should be from what I can tell of this format. They probably hardcoded some things they shouldn't have. In any case: https://dl.dropboxusercontent.com/u/3181...onsRGB.zip

For the images that are smaller (In this case, RGBA4444 as you mentioned), feed them into the rgbCompress_4444.exe instead.

Thank you so much!!!rgbCompress_4444.exe works fine,exactly what you need!
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Thanked by: Daxar
#35
Can someone help me out? I've been searching on a rooted Bluestacks version for the graphics cache to extract some sprites in Tapped Out but can't find them anywhere. Feel like I'm constantly searching the same folders in data, storage, Android, ect. Hoping someone can share the address of the sprites cause I must be missing them.

Edit:
Ok. I finally found the "1" files in the dlc folder and was able to pull them from the app and extract them. I was able to use the SimpsonRGB.jar to convert two of the images loaded on this page already, but wasn't able to convert the "original.rbg" file. I mention this because I also can't get any of the rgbs I extracted to convert, even if I place the jar in the same folder.
Any ideas?
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#36
There are different kinds of .rgb files, and I'm not sure if the jar worked with some of the different types. Try my program instead.
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Thanked by: CheeseWire
#37
(11-03-2015, 07:02 PM)Daxar Wrote: There are different kinds of .rgb files, and I'm not sure if the jar worked with some of the different types. Try my program instead.

Thank you. I tried it yesterday and it worked, but when I clicked on the files, my image opener showed them as really small and pixelated. So I assumed maybe something was wrong. After your post today I figured I'd try again, and again my image opened shows them as really blurry. But when I loaded them into Photoshop, they were as clear as the real images. So I've spent the last day wasting a lot of time like a real munson. 

Thanks a lot! I've been trying all kinds of methods for days and glad I finally can use the sprites.

If I do make a few sprite sheets, should I upload them here for others to use or would that be a copyright issue? If allowed, I figure I can make the search a little easier if someone goes looking for some sprites.
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#38
Definitely upload after making sheets! From looking at what's here, I don't think supersmashball uploaded any yet, which stinks.

As for legality, take a look at the last question on: http://www.spriters-resource.com/faq/
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#39
(11-03-2015, 07:02 PM)Daxar Wrote: There are different kinds of .rgb files, and I'm not sure if the jar worked with some of the different types. Try my program instead.

This is a dead link. Does anyone have a copy of this program? Or at least their own RGB-to-PNG converter I can use?
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#40
Dropbox killed the public folder, which broke all my links. Thanks Dropbox.

Try: https://www.dropbox.com/s/2jxfnvww1ja064...B.zip?dl=0
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Thanked by: Barquetin16
#41
The tool linked above seems to have issues with channel ranges - instead of converting 0 - 15 to 0 - 255, it seems to convert it to 0 - 240. Some stuff like the loading donut seem fine, but characters aren't.

simsonsRGB:
   

4bpc rip using rawpixels.net:
   

For anyone viewing this who is interested in ripping sprites from TSTO, don't waste your time thinking "well maybe they're slightly transparent in the game" like I did. See https://github.com/schdub/tstoimg. I found a compiled version for Windows at https://www.mediafire.com/file/ox9ikdm6u...g.zip/file, which also works via WINE.
It's missing a DLL file, but you can find it at https://www.dll-files.com/libgcc_s_dw2-1.dll.html and just pop it in the same directory.

Edit: Actually, the tool I've now linked to fails to convert some of the larger images, like backgrounds and whatnot. Maybe because these are 8bpc? Not sure and not really worth looking into. So what I'm doing is using both tools! Big Grin
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