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Shovel Knight .ANB File Format
#31
Awesome to see, though you missed Mona's new sprites.
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#32
(03-08-2016, 06:32 PM)Ton Wrote: If you can get me a good screenshot I'll make a PS3 section to put Kratos in.
For games that are visually identical between consoles, just use the same icon. That's what I did for Rayman Legends when I ripped all of the console-exclusive costumes from it.
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#33
(03-08-2016, 06:01 PM)Daxar Wrote: I currently don't have access to an Xbox or Wii U. If someone does and sends me some .pak files to extract, I definitely can. As it stands, I'm unable to.

Added new palettes (may take a bit to get approved).
I have a Wii U with Shovel Knight on it, how do I get my hands on the .pak-files?
[Image: dariC.png][Image: tumblr_mlf109xOe81rmu6i5o1_250.gif][Image: b0KxM.gif]
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#34
(03-08-2016, 06:57 PM)Carpaccio Wrote: Awesome to see, though you missed Mona's new sprites.

Which ones are those? I haven't played the game. Would they be NPC sprites or enemy sprites, or what?

(03-08-2016, 08:50 PM)Davy Jones Wrote: I have a Wii U with Shovel Knight on it, how do I get my hands on the .pak-files?

That would be a question for Google, I think. I sure dunno.
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#35
Oh, NPC sprites I believe.
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#36
Seems they changed the .anb format again. I have the 3DS version. I tried ripping the new sprites added by the 2.1 update for the SK amiibo (new relics etc.). Getting the .anb's out of the .pak's works fine. But when I try getting stuff out of the .anb's, I get glitchy messes for everything. All of it. Even old sprites. I tried both the new and old .anb decompressers. I can upload the 3DS's .pak files if you want to take a look (the files I have are from 2.2 FYI. The 3DS / Wii U versions both don't have the 2.2.1 update yet).

EDIT: The 3DS's 2.0 files worked just fine when I tried them before.
[Image: isjKn6S.gif][Image: zS0iZNp.gif][Image: p6Du68m.gif][Image: y4D0Gst.gif][Image: rGwBN4t.gif]
I don't know how to apply the bump maps for Super Mario Maker
PLEASE PM me if you know how!  Smile
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#37
(05-31-2015, 08:54 PM)Daxar Wrote: @Carpaccio: Yep, thanks!

It looks like the image format itself is straightforward enough. Everything's just flat WFLZ-compressed without chunks (I'm presuming because there's no real need, as the images are so small). Looks to just be raw pixel data after it's decompressed, in RGBA format. The texture headers are slightly larger, not totally sure what all the new fields are.

[Image: sk_flyingrat10.png]

It also looks like the piece data is somewhere totally different or in a completely different format, so piecing them together might not be the easiest thing ever.

If you don't mind me asking, I was just wondering. How exactly do you extract the .anb files from Shovel Knight? I want to start modding the game and that's the last step I need on how to make a sprite mod.
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#38
Hey hey, sorry to bump an old topic, but I was wondering if one would share the method to rip things from the PC version of Shovel Knight? I want to get the Specter of Torment sprites.
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#39
Just tried with the latest PC version of Treasure Trove and The latest SKDecompress, looks to be working fine for me. I don't know much about the 3DS version, I'm afraid; they may have changed the format slightly for the console.
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#40
I haven't used the new SKDecompress yet. I'll try that on the 3DS's files.
[Image: isjKn6S.gif][Image: zS0iZNp.gif][Image: p6Du68m.gif][Image: y4D0Gst.gif][Image: rGwBN4t.gif]
I don't know how to apply the bump maps for Super Mario Maker
PLEASE PM me if you know how!  Smile
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#41
sorry to bump an old topic , how to unpack anb file?
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#42
Sorry to bump this again, but how do you rip the tilesets from the .ltb files?
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