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The bosses are in the WORLD?? files too, this FAQ has most, if not all, of the areas labeled: http://www.gamefaqs.com/ps/196817-breath...faqs/57525
So for instance the Nue is in AREA023.EMI under the WORLD01 folder.
Doofenshmirtz: This is a little bit awkward but have you seen my escape jet keys? (Perry nods) What, you have? Well that's great! So where are they? (Perry looks away) You won't tell me? Is this because you don't speak or are you just being a jerk?
~Phineas and Ferb, "One Good Scare Ought to Do It!" (2008)
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10-23-2010, 06:05 PM
(This post was last modified: 10-24-2010, 01:32 PM by Barubary.)
'Only' four sheets today; Elina, The Endless, Marlok and Rhem.
Oh, and @Tonberry2k; I'm not sure if these aren't supposed to be up yet for some reason, but the following enemy sheets are currently missing from the site:
@Deathbringer:
Wow, that'll certainly come in handy once I get to ripping from that game =)
Nice one Baru! I am seriously loving these rips, it's a great full on project!
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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Added a few more NPCs; Beyd & Pabpab, Bunyan, Smith, Zig's crew (Zig, Iggy & some unnamed other brother) and Mami.
All up! Nice one man, I see how you're laying these out. Really good, makes it very easy for us, too.
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
Posts: 245
Threads: 39
Joined: Jun 2009
I just tried to use NSBTX Extractor from Post #1, but at start (no matter
if with or without input file) comes an Error.
Code: Error: Could not load file or assembly 'System.Core, Version=3.5.0.0, Culture=neutral,
PublicKeyToken=b77a5c561934 or one of its dependencies. The system cannot find the file specified.
at NSBTXExtractor.Program.Main2(String[] args)
at NSBTXExtractor.Program.Main(String[] args)
I asked somebody who analyzed the program, it references assemblies
from every (<~why?) .NET Version including 4. This Version is not
installable on my System.
Currently not ripping stuff. I'm not in mood for it, sorry.
Latest uploaded Rips on t?R:
You remember some not up? I don't.
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(11-02-2010, 01:42 PM)MagicMaker Wrote: I just tried to use NSBTX Extractor from Post #1, but at start (no matter
if with or without input file) comes an Error.
Code: Error: Could not load file or assembly 'System.Core, Version=3.5.0.0, Culture=neutral,
PublicKeyToken=b77a5c561934 or one of its dependencies. The system cannot find the file specified.
at NSBTXExtractor.Program.Main2(String[] args)
at NSBTXExtractor.Program.Main(String[] args)
I asked somebody who analyzed the program, it references assemblies
from every (<~why?) .NET Version including 4. This Version is not
installable on my System. To be honest, I practically always use the default settings with regard to building these programs, since I occasionally do use some features of the newer versions of C#/.NET.
I've updated the file to use .NET 2.0 (I can't go any lower) instead of 3.5 (and not 4, by the way).
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Joined: Jun 2009
Quote:I can't go any lower
That's okay so, I have Version 2 on my System.
Currently not ripping stuff. I'm not in mood for it, sorry.
Latest uploaded Rips on t?R:
You remember some not up? I don't.
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Threads: 0
Joined: Nov 2010
Thanks for the tools! Is is possible to rip FFIV DS textures with NSBTX Extractor? Also, do you know any way to rip the models from that game? I'd like to get my hands on the FFIV DS character models.
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(11-22-2010, 11:31 PM)nimh Wrote: Thanks for the tools! Is is possible to rip FFIV DS textures with NSBTX Extractor? Also, do you know any way to rip the models from that game? I'd like to get my hands on the FFIV DS character models. FFIV DS uses a small wrapper around the model and texture files, which means they are not directly rippable with existing tools. Once you decompress the files, you can remove the headers manually with some hex-editor (up to 'BTX0', 'BMD0', 'BCA0', etc), rename the files to .nsbtx, nsbmd, nsbca, etc (optional for some tools), and most Nitro3D tools should then be able to handle the files (including the NSBTX Extractor).
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Joined: May 2008
12-09-2010, 06:21 PM
(This post was last modified: 12-10-2010, 02:22 PM by Barubary.)
This'll probably be the last batch for Breath of Fire 4 for a while;
These sheets are new:
- Ilgor, General Rhun, Tarhn and Teepo & Rei.
- Faeries, Puppeteers, Soldiers, Sorcerers, Troops and Misc NPCs.
- Astana, Chamba, Chedo, Chek, Chiqua, Koshka, Kyoin, Kyria, Ludia, Lyp, Pauk, Sandflier Wharf, Sarai, Shikk, Shyde, Sonne, Synesta, Worent, Wyndia, and Wyndia Castle NPCs.
- Creatures and Misc Overworld.
and these two are updated;
- Ershin
- The Endless (also has an updated icon)
The Sepoy, Chingol and Kolpum also still have new icons that should be updated on the site.
Note that for each of the new sheets (or at least most of them) and Ershin's sheet, the magenta borders also have some cyan pixels. These indicate the (0,0)-coordinate of the sprites. This'll make positioning a subsequent animation easier, as it generally doesn't change between animations (so: pick a pixel in your image to be the origin-pixel, then align the frames so that their origin overlap your chosen origin).
I can't say I feel like ripping everything else again, so the rest of the sheets will keep their cyan-less borders. (Although I suppose I can take a few requests for adding the markers)
EDIT: I suppose it's worth mentioning that this wraps up all overworld sprites. =)
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I should have been doing something else, but I've added the mugshots for Ni no Kuni - Shikkoku no Madoushi.
I've taken the grouping from the filenames; I supposed there was a good reason they named them pc*, mb*, np_a*, np_b*, etc. (and putting all 1397 images together would result in a way too large image)
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12-18-2010, 06:10 PM
(This post was last modified: 12-20-2010, 01:55 PM by Barubary.)
Either nobody noticed the Ni no Kuni rips, or nobody cared. I'm going with the first option, since the game came from Studio Ghibli (although that may just be wishful thinking on my part).
I've added three more sheets for the game; character & item icons, and the magic runes (and their icons).
There's also another tool in the first post; Oil of Vitriol. A rewrite and extension of part of the GlycerinMapViewer, this tool can view NCLR, NCGR, NCER, NANR, MNCR and NMAR files, and export them, now that Low Lines and I (Garyong at that board) figured out most of their formats.
Unfortunately, sprite rotation is not yet properly implemented, so most Pokémon B/W files that use all of these files are not yet properly viewable. The rotation angle seems to be fine, but the rotation origin is not yet correct, thereby moving the parts all over the place.
Animated GIF export tends to be buggy as well. As there is no native support for creating animated GIFs, I've had to use a library (the NGif.dll) that used code ported from Java, and doesn't seem to use lossless compression (I've seen some resulting GIFs where there are some artefacts at the bottom-right, but also GIF with screwed-up colours). I hope to include APNG support later (which also has no native support, but is easier to write myself), so that perhaps apng->gif converters can properly generate gif animations.
To use it, just drag & drop the files onto the appropriate rectangles. The menus and buttons should be self-explanatory.
On a side note, should I put this tool in the Game Dev forum? It doesn't really have anything to do with game development, but the rules indicated any home-made tool could (should?) be posted there.
EDIT: Oh, I've also updated the NinUnpack tool, so that it can unpack most of the archives in Ni no Kuni.
EDIT2: APNG support has been successfully added to Oil of Vitriol, of which version 0.1b can now be downloaded from the first post. If you want a non-buggy animated GIF, export to animated PNG and use something like apng2gif to make a .gif out of it.
Posts: 231
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Joined: May 2008
After a silent 0.2 release, I've updated Oil of Vitriol to version 0.2b. It can now also view NSCR files (on another tab), thus replacing GlycerinMapViewer for those of you that have .NET 3.0 or higher. There are also various fixes of bugs I encountered while using it to rip the bosses from Children of Mana (some of which actually use the NMCR/NMAR files).
The aforementioned bosses have been added to the first post. Several are unfortunately quite large. I've significantly trimmed down Xangar's sheet by just putting the animated parts there, as well as several example poses (otherwise there'd be several thousand barely different frames there, since one of the body animations has just a few ms delay before the next frame is to be displayed, thereby bloating the animation lengths).
The note on the Revenants' sheet is also no joke; due to the way the animated parts are handled (and the lengths of the parts' animations), you'd need more than 62 million frames in order to get a proper loop for that animation. Only the first frame is shown.
Only 'one' 'boss' should be missing; the doppelgangers / phantoms of the PCs.
1. What system is Ni no Kuni - Shikkoku no Madoushi for?
2. Thaydol's sheet is so big it's freezing my computer. Is there any way to make it a bit smaller? Maybe a zi[ I can unpack so I don't have to wait for the image to load?
Quote:You had wasted MY LIFE... waiting for just a goddamn bunnelby model.
-The prestigious Farlavor
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