Hello! I'm currently trying to rip all the sprites from Jetpack Joyride for the Spriters Resource. I've accepted that I'm going to have to make my own tool to convert the files to a usable format, and that's fine, although I'm currently stumped. I've managed to figure out how the pixels are stored by tinkering in tile molester (see below), but I haven't had any luck finding any palette data in the sprites or elsewhere in the games files. I've attached the image below as a .tex file in case anybody is willing to take a look for me. There seems to be a 51 character header on every sprite, but no useful data in it. I'm beginning to worry that the palette is hard coded into the binary executable for the game, and will be a nightmare to dig out.
Update:
I've made a program that can extract the 4 channels of color that the images use. However, they don't seem to be RGBA. I can't seem to figure out what format it is. If anybody recognizes it, please let me know : ).
11-17-2024, 12:06 PM (This post was last modified: 11-17-2024, 12:20 PM by [email protected].
Edit Reason: Found a way to edit tile sizes
)
(03-17-2020, 11:30 PM)Karakara(Cubone) Wrote: Hello! I'm currently trying to rip all the sprites from Jetpack Joyride for the Spriters Resource. I've accepted that I'm going to have to make my own tool to convert the files to a usable format, and that's fine, although I'm currently stumped. I've managed to figure out how the pixels are stored by tinkering in tile molester (see below), but I haven't had any luck finding any palette data in the sprites or elsewhere in the games files. I've attached the image below as a .tex file in case anybody is willing to take a look for me. There seems to be a 51 character header on every sprite, but no useful data in it. I'm beginning to worry that the palette is hard coded into the binary executable for the game, and will be a nightmare to dig out.