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Azure Striker Gunvolt 1, 2 and Luminous Avenger IX Sprite Rips
#16
(06-01-2021, 11:20 PM)Random Talking Bush Wrote:
(06-01-2021, 11:05 PM)Deep Weeb Wrote: Also, is this script exclusively for the PC version of each of these games? Because the PC version of Blaster Master Zero 2 seems to have further data encryptation (much like the PC versions of Bloodstained Curse of the Moon 1&2 and Mighty Gunvolt Burst). No file names, just random letters and numbers.
It's the same encryption / formats used in Mighty Gunvolt Burst (and by extension, Bloodstained: Curse of the Moon 1/2 and Dragon Marked for Death). For those games, the PS4 and Switch versions (but not 3DS) would be identical to the PC version format-wise. The Gunvolt trilogy (and Blaster Master Zero/Mighty Gunvolt) uses console-specific swizzling, so you wouldn't be able to use rufaswan's tool for non-PC versions.

Well, you see the PC version of Azure Striker Gunvolt 1 is actually missing the hi-res character portraits and skill poses from the Striker Pack on Switch (even after having been patched claiming to be on par with that version) and it's just the same as on the 3DS version.

[Image: 87F25717BE2BF0C7F68CB48FB137239331DC933E]
[Image: 70679BD7871F509AEFBC1B57D45F8F624A57FAB4]
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#17
(06-02-2021, 10:42 AM)Deep Weeb Wrote: Well, you see the PC version of Azure Striker Gunvolt 1 is actually missing the hi-res character portraits and skill poses from the Striker Pack on Switch (even after having been patched claiming to be on par with that version) and it's just the same as on the 3DS version.
...What makes that strange is the same higher-resolution images are indeed in the PC version, in "resarc_33_cutin_h.irarc" and "resarc_34_face_h.irarc".  Thinking

(EDIT: Pfft, of course. Replacing the low-resolution portraits with the higher-resolution ones give oversized portraits and game crashes.)
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#18
(06-02-2021, 03:52 PM)Random Talking Bush Wrote:
(06-02-2021, 10:42 AM)Deep Weeb Wrote: Well, you see the PC version of Azure Striker Gunvolt 1 is actually missing the hi-res character portraits and skill poses from the Striker Pack on Switch (even after having been patched claiming to be on par with that version) and it's just the same as on the 3DS version.
...What makes that strange is the same higher-resolution images are indeed in the PC version, in "resarc_33_cutin_h.irarc" and "resarc_34_face_h.irarc".  Thinking

Well, that solves the issue I guess. Really we won't have ever had access to those through the Ninjaripper method lol. 
So baffling they actually exist in the files but are unused (then again, Inti Creates making a poor job with their PC ports and not listening to user feedback isn't nothing to be suprised. I reported the lighting effect to simply not work on AMD hardware, effectively looking more like the 3DS version where it should be like Switch and PS4, and hasn't ever been fixed Unimpressed)

None of their games have rumble support on PC (no idea about PS4, based on Gamstat's data seems like those don't do too well oof) and they have given pretty poor excuses like that "keyboard & mouse users then won't have access to rumble!" (didn't stop Mighty No. 9) or worse yet, is that they admitted they actually hardcoded the haptic feedback into the HD Rumble.  Rolleyes

Essentially playing Mighty Gunvolt Burst on a Switch emulator is much more enjoyable than doing it on the actual PC port.
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#19
Okay, so I went back to Mighty Gunvolt's files and found some quite interesting bits not available in current rips. Even some unused stuff!  B)

https://drive.google.com/drive/folders/1...sp=sharing

(P.S.: For the love of God, tell me how to speed up the process of converting .17 files into .rgba and .rgba into .png)  Cry

Quesion: Is there any point to the .7 files or can do without them? I also got this .17 file from ASG2 that doesn't seems to be able to convert.


Attached Files
.zip   file.zip (Size: 89.03 KB / Downloads: 191)
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#20
(06-02-2021, 07:42 PM)Deep Weeb Wrote: (P.S.: For the love of God, tell me how to speed up the process of converting .17 files into .rgba and .rgba into .png)  Cry

Quesion: Is there any point to the .7 files or can do without them? I also got this .17 file from ASG2 that doesn't seems to be able to convert.

First to say, again, there's no way with the command line to speed up that process. I'm in the same situation as you, so yeah no worries....

And if you can READ the past responses for this topic you can notice i said something about it. Then of course those specific files are MULTI-PAL textures and still there, they don't have any solution yet.

You will notice soon some surrounding errors in the Assembled files with the .quad viewer standing mostly for ASG2 and there's no solution yet, since @rufaswan is on it's own with these scripts and he can't do it ALL alone.

In LAIX are some surrounding errors too but those aren't the same, the errors just are Missing textures and some bad output textures.

I don't have checked ASG1 yet, but we can suppose there are some different errors too, in the worst case of course...
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#21
An update: found the way to decode MULTI-PAL textures:

[Image: gva_resarc_demo_arc_3675.10.rgba.png]

Also some other missing textures are found. Thanks @HellZero for reporting such errors.

So "quad_pc_gunvolt_IOBJ.php" from step 4 is now updated. You'll need to repeat the step and onwards for all the new files.

Deep Weeb Wrote:(P.S.: For the love of God, tell me how to speed up the process of converting .17 files into .rgba and .rgba into .png) Cry

I heard you! I know windows cmd.exe has 8191 character limits, so you can't use wildcard *.rgba to loop everything. So I write a "tsr_cmdloop.php" to help you.

Here is the usage

Code:
php.exe  psxtools/tsr_cmdloop.php  EXTENSION  "COMMAND"
NOTE : double-quote the command!

So to convert all RGBA to PNG, instead of

Code:
php.exe  psxtools/img_clut2png.php  *.rgba

Now you can use that script to loop through them

Code:
php.exe  psxtools/tsr_cmdloop.php  rgba  "php.exe psxtools/img_clut2png.php"

This will recursively scan the current folder and every folder under it for RGBA file, and run clut2png.php to convert them.

Similarly you can use it to convert all .17 .7 files.

Hope it helps!
- Rufas

P.S. quad player is also on the github repo , under docs
https://github.com/rufaswan/Web2D_Games/...uad_player
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#22
Because nothing was said before @rufaswan have updated the scripts again for fixing the last rounding error.

[Image: A9DmoJfglKf2AAAAAElFTkSuQmCC.png]
This was the last known error mostly in GV2 AND GV1 games.

[Image: 0023.clut.png]
Then now the resulting assemble is almost perfect.


So you only need to go to step 4 again and use "quad_pc_gunvolt_IOBJ.php".


For Fixing the last issue seen there the textures needs to be fixed manually one-by-one.
[Image: gv_1280.0.rgba.png]
This was the original texture file, deleting some unnecessary pixels will result in:
[Image: pc_gva.0.png]
Maybe is the Hard way, but is better than nothing. Thanks again @rufaswan for all you have done!
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#23
Hey sorry to bump this somewhat old thread, I was looking to rip textures from LAiX and got this working but I cannot seem to find Copen for the life of me, would any one happen to know where his textures are stored?
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#24
Hey there, I'm ThatOneAdept.
So for a while now I was wondering about assembling Azure Striker Gunvolt 2 Sprites. I don't really like tiles that much due to the scrambled nature of them.  But somehow I've made some progress. I managed to assemble the tiles for Tenjian's teleport animation, and animated it so to check it's done right, and it's perfect! (I think)

Here are the sprites:

   

And also the animation, in case:

   

You're free to edit and tweak it if you want. Credit isn't required if you put it in a sprite sheet, but it would be nice.
(Edit) Feedback is also appreciated.
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#25
(07-08-2021, 06:05 PM)MrJ336 Wrote: Hey there, I'm ThatOneAdept.
So for a while now I was wondering about assembling Azure Striker Gunvolt 2 Sprites. I don't really like tiles that much due to the scrambled nature of them.  But somehow I've made some progress. I managed to assemble the tiles for Tenjian's teleport animation, and animated it so to check it's done right, and it's perfect! (I think)

Hey! You have done it very well!! But did you have used the script to assembling them as an example, and used that like a base? Well is a bit complex to be fair.

(07-07-2021, 05:11 PM)ACrashinTime Wrote: Hey sorry to bump this somewhat old thread, I was looking to rip textures from LAiX and got this working but I cannot seem to find Copen for the life of me, would any one happen to know where his textures are stored?

Depending on the game, Copen will be in def_arc or cmn_bs (in the case of GV2 will be inside these two files)

(07-07-2021, 05:11 PM)ACrashinTime Wrote: Hey sorry to bump this somewhat old thread, I was looking to rip textures from LAiX and got this working but I cannot seem to find Copen for the life of me, would any one happen to know where his textures are stored?

Also in case you don't look so far inside the data... Well here they are.


Attached Files
.zip   COPEN TEXTURES.zip (Size: 600.67 KB / Downloads: 236)
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#26
(08-13-2021, 12:14 AM)HellZero Wrote:
(07-08-2021, 06:05 PM)MrJ336 Wrote: Hey there, I'm ThatOneAdept.
So for a while now I was wondering about assembling Azure Striker Gunvolt 2 Sprites. I don't really like tiles that much due to the scrambled nature of them.  But somehow I've made some progress. I managed to assemble the tiles for Tenjian's teleport animation, and animated it so to check it's done right, and it's perfect! (I think)

Hey! You have done it very well!! But did you have used the script to assembling them as an example, and used that like a base? Well is a bit complex to be fair.
   I didn't actually: I just used MS Paint to assemble the sprites since I don't have any of that fancy sprite ripping stuff ?
   I actually don't know how to use scripts yet, so I had to do it the old fashioned way  Cry
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#27
Quote:I didn't actually: I just used MS Paint to assemble the sprites since I don't have any of that fancy sprite ripping stuff ?
I actually don't know how to use scripts yet, so I had to do it the old fashioned way  Cry

Basically..... You just need to understand the guide putted in this post, just read it completely and that's all.

(05-31-2021, 04:13 PM)rufaswan Wrote: @RTB You are right! Blaster Master Zero also uses IRARC/IRLST format, so the script also works. That makes it 5 games now.



However, unlike Gunvolt, most of the sprites in BMZ have an extra 'TLPI' section, and the texture is incorrectly converted. I have no idea how to fix them.

@HellZero Step-by-step on how to use my scripts to rip and reassemble the sprites:

Step 1) Get PHP 7.0+ from its official site. You'll only need 3 files from the archive, "php.exe", "php7ts.dll", and "php.ini" (renamed from "php.ini-development"). My scripts doesn't need any PHP extensions.

Step 2) Download my GitHub repo. You'll only need "psxtools" folder under "tools/psxtools".

Step 3) Open cmd.exe (windows command line), run this on a IRLST file. Like the BMS before, it will extract and decompress the files to a new folder.

Code:
php.exe  psxtools/pc_gunvolt_irlst-irarc.php  FILE.irlst

Step 4) You'll be interested in the extracted .17 and .7 files. Run this to generate the QUAD and texture file from the attachment on the post before.

Code:
php.exe  psxtools/quad_pc_gunvolt_IOBJ.php  -gv/-gv2/gva/-mgv  FILE.17
-gv  = Azure Striker Gunvolt IDTAG
-gv2 = Azure Striker Gunvolt 2 IDTAG
-gva = Gunvolt Chronicles Luminous Avenger iX IDTAG
-mgv = Mighty Gunvolt IDTAG

NOTE: The script only works for files that has 'IOBJ' string in them.

Step 5) If you want to open with quad player, skip this step. If not, run this to render all assembled sprites as individual frames.

Code:
php.exe  psxtools/quad_render.php  FILE.quad

Step 6) As I do not use any image library, those CLUT and RGBA files are actually raw pixel data. You can convert them into PNG by running:

Code:
php.exe  psxtools/img_clut2png.php  FILE.clut
php.exe  psxtools/img_clut2png.php  FILE.rgba

From here, you can make a sprite sheet from the resulted PNG.

You can also refer to the source code to understand how I do it.

Hope that helps!
- Rufas

Starting Here.
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#28
(08-14-2021, 10:58 AM)HellZero Wrote:
Quote:I didn't actually: I just used MS Paint to assemble the sprites since I don't have any of that fancy sprite ripping stuff ?
I actually don't know how to use scripts yet, so I had to do it the old fashioned way  Cry

Basically..... You just need to understand the guide putted in this post, just read it completely and that's all.

(05-31-2021, 04:13 PM)rufaswan Wrote: @RTB You are right! Blaster Master Zero also uses IRARC/IRLST format, so the script also works. That makes it 5 games now.



However, unlike Gunvolt, most of the sprites in BMZ have an extra 'TLPI' section, and the texture is incorrectly converted. I have no idea how to fix them.

@HellZero Step-by-step on how to use my scripts to rip and reassemble the sprites:

Step 1) Get PHP 7.0+ from its official site. You'll only need 3 files from the archive, "php.exe", "php7ts.dll", and "php.ini" (renamed from "php.ini-development"). My scripts doesn't need any PHP extensions.

Step 2) Download my GitHub repo. You'll only need "psxtools" folder under "tools/psxtools".

Step 3) Open cmd.exe (windows command line), run this on a IRLST file. Like the BMS before, it will extract and decompress the files to a new folder.

Code:
php.exe  psxtools/pc_gunvolt_irlst-irarc.php  FILE.irlst

Step 4) You'll be interested in the extracted .17 and .7 files. Run this to generate the QUAD and texture file from the attachment on the post before.

Code:
php.exe  psxtools/quad_pc_gunvolt_IOBJ.php  -gv/-gv2/gva/-mgv  FILE.17
-gv  = Azure Striker Gunvolt IDTAG
-gv2 = Azure Striker Gunvolt 2 IDTAG
-gva = Gunvolt Chronicles Luminous Avenger iX IDTAG
-mgv = Mighty Gunvolt IDTAG

NOTE: The script only works for files that has 'IOBJ' string in them.

Step 5) If you want to open with quad player, skip this step. If not, run this to render all assembled sprites as individual frames.

Code:
php.exe  psxtools/quad_render.php  FILE.quad

Step 6) As I do not use any image library, those CLUT and RGBA files are actually raw pixel data. You can convert them into PNG by running:

Code:
php.exe  psxtools/img_clut2png.php  FILE.clut
php.exe  psxtools/img_clut2png.php  FILE.rgba

From here, you can make a sprite sheet from the resulted PNG.

You can also refer to the source code to understand how I do it.

Hope that helps!
- Rufas

Starting Here.
 Thanks for this guide! Do we need some software to run the code tho? Or can it be pasted in Notepad or something?
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#29
You can run it without any installation of software.
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#30
(05-31-2021, 04:13 PM)rufaswan Wrote: @RTB You are right! Blaster Master Zero also uses IRARC/IRLST format, so the script also works. That makes it 5 games now.



However, unlike Gunvolt, most of the sprites in BMZ have an extra 'TLPI' section, and the texture is incorrectly converted. I have no idea how to fix them.

@HellZero Step-by-step on how to use my scripts to rip and reassemble the sprites:

Step 1) Get PHP 7.0+ from its official site. You'll only need 3 files from the archive, "php.exe", "php7ts.dll", and "php.ini" (renamed from "php.ini-development"). My scripts doesn't need any PHP extensions.

Step 2) Download my GitHub repo. You'll only need "psxtools" folder under "tools/psxtools".

Step 3) Open cmd.exe (windows command line), run this on a IRLST file. Like the BMS before, it will extract and decompress the files to a new folder.

Code:
php.exe  psxtools/pc_gunvolt_irlst-irarc.php  FILE.irlst

Step 4) You'll be interested in the extracted .17 and .7 files. Run this to generate the QUAD and texture file from the attachment on the post before.

Code:
php.exe  psxtools/quad_pc_gunvolt_IOBJ.php  -gv/-gv2/gva/-mgv  FILE.17
-gv  = Azure Striker Gunvolt IDTAG
-gv2 = Azure Striker Gunvolt 2 IDTAG
-gva = Gunvolt Chronicles Luminous Avenger iX IDTAG
-mgv = Mighty Gunvolt IDTAG

NOTE: The script only works for files that has 'IOBJ' string in them.

Step 5) If you want to open with quad player, skip this step. If not, run this to render all assembled sprites as individual frames.

Code:
php.exe  psxtools/quad_render.php  FILE.quad

Step 6) As I do not use any image library, those CLUT and RGBA files are actually raw pixel data. You can convert them into PNG by running:

Code:
php.exe  psxtools/img_clut2png.php  FILE.clut
php.exe  psxtools/img_clut2png.php  FILE.rgba

From here, you can make a sprite sheet from the resulted PNG.

You can also refer to the source code to understand how I do it.

Hope that helps!
- Rufas
Really nice the guide, I tried to use it but for some reason it says there is an error, so I couldn't even go to step 4.

"scandir(./LogFiles/WMI/RtBackup,./LogFiles/WMI/RtBackup): Access is Denied. (code: 5) in C:\Windows\System32\psxtools\common.inc on line 701

Warning: scandir(./LogFiles/WMI/RtBackup): failed to open dir: No such file or directory in C:\Windows\System32\psxtools\common.inc on line 701

Warning: scandir(): (errno 2): No such file or directory in C:\Windows\System32\psxtools\common.inc on line 701

Warning: Invalid argument supplied for foreach() in C:\Windows\System32\psxtools\common.inc on line 701"

I really would like to know what is happening, if it is some permission that is missing or something, since I'm new to this kind of stuff, I am sticking with assembling the sprites manually one by one so I really want to make this process faster. About the file missing stuff, I dunno what it is but the actual file is still there in the correct place I guess...
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