yarr, I wrote the plugin -w-
you're welcome tSR
So I guess this means I have to explain everything.
1) Get Tahaxan. Tahaxan's made for its user-friendliness (read: spriters)
2) Upon opening it there's a "plugins" folder. Stick RHYTHMHEAVEN.XML in there. Tahaxan recognizes the game by its ID and enables rippage to commence.
3) In Tahaxan, once RH is open start by opening up the grapharc directory. Then, choose any stage from the list.
In any of its subfolders (or sub-sub) typically it'll be broken down like this
name.NANR <-Nintendo Animation Resource.
controls animations on-screen. It pretty much tells the sprites what to do.
name.NCBR_LZ <- "CB" stands for "character background". In RH, this is pretty much all the foreground animations. Compressed; this is why you're using Tahaxan.
name.NCLR <- "CoLor": Just the palette.
name.NCER <- not quite sure what this does again - it does something for the character layer.
name_bg.NCGR_LZ <- "Character Graphic". By now you've probably realized the two are backwards. This is the background image.
name_bg.NSCR_LZ <- "Screen Coordinate". This tells the NCGR how to display.
you'll also have some folders:
"prologue" - the intro, not the training part. off the top of my head, this contains an NCBR of moving characters in the intro sometimes and the game's name, and an NCGR of...well, the game's intro screen
"epilogue" is the ending scenes. Easy because there are no NCBR files.
training parts sometimes have an extra folder.
"v#" are just the different variations of the game you'll see in Remixes and "part 2"'s you'll see ingame.
"LZ" signifies LZSS compression, but Tahaxan - and my plugin - take care of that for you.
Continuing, when opening a file in Tahaxan, the order is usually
NSCR -> NCGR -> NCLR
[screen cords] -> [graphic] -> [palette]
but sometimes you won't always have the luxury of the screen coords
So this means backgrounds are easy to rip
Characters, however will be much trickier, but I'll explain it as best I can.
When you click an NSCR, it tells the program the tilewidth and tile height of each image. Yay!
When you click NCBR -> NCLR, it can't guess the tile height or width, so you have to input it yourself...and usually you have a ridiculously high number.
You'll need a calculator for this part.
Most character images in Rhythm Heaven come in three sizes:
Small (16 pixels wide) [e.g. Idol's hands]
Medium (32 pixels wide) [e.g. Idol's head]
Large (64 pixels wide) [e.g. Idol's legs]
Divide the absurdly huge number it asks for by any of these three numbers. Then input it in Tahaxan when prompted like:
16x????
You'll notice when doing certain sheets some parts will appear squashed or stretched. It's easiest to do the math with the three different numbers (16, 32, 64) and then save all three sheets that you obtain with this method, then separating the sheets according to what came out clearest.
whew
shawn you better rip the idol game next - "ami" as it is in the game's filestructure
EDIT: might wanna warn you, sometimes Tahaxan will just get cranky and crash on you. don't say i didn't warn you.