04-20-2009, 07:36 PM
I took a peek and so far, I found some sort of artwork and palettes.
Random Talking Bush's Submissions
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04-20-2009, 07:36 PM
I took a peek and so far, I found some sort of artwork and palettes.
04-21-2009, 08:20 AM
(04-20-2009, 07:16 PM)Kung Fu Man Wrote: Tried using this method to get the Chaos Tower background that was added to, well, Darkstalkers: Chaos Tower but I can't make heads or tails of this dump with TiledGGD to get the layers. I've uploaded it here, can you make out what I'm doing wrong?Ah, trying to get a clean rip for your MUGEN port of the stage? Well, I saw the pillars at 0084C000, and there are way too many palettes at 0026B226 (0026B228?). I'm not sure which ones belong to that background yet, and it'll probably take me a while to figure it out. I'll let you if I find anything else.
04-21-2009, 08:37 AM
I think I found the background palettes at 80DFFE and 80F7FE and I found the fonts and miscellaneous buttons elsewhere. Never found anything else for the background except for the pillars you mentioned
04-21-2009, 08:41 AM
I'm going to try dumping a different part of the game, and see if I can find anything in that dump.
(EDIT: The background palettes are definitely at 0080E400. As for most of the background pieces... I'm still looking for them.) (EDIT 2: Okay, if those are the palettes for, then where the heck are the backgrounds themselves?) (EDIT 3: Well, seeing as I can't find any sprites, either, I have a feeling that they're compressed in the data... I'll keep trying to figure it out, though.)
04-21-2009, 11:22 AM
Okay, now this doesn't make any sense to me.
All I can get out of the background are the two pillars. Opening up one of the stage files from the ISO (st0D/T_BG001.bin) gives me the exact same thing -- just the pillars. The other two files (st0D/T_BG002.bin and st0D/T_BG003.bin) give me nothing but garbage. Probably because they're compressed. And I thought for sure that the PSP would decompress them when they're on the screen, like it did for the MegaMan Powered Up textures...
04-21-2009, 11:31 AM
(This post was last modified: 04-21-2009, 11:32 AM by Kung Fu Man.)
I really don't get it either...and now I just plain feel bad for having you go through all this runaround for this for nada.
Well, at the very least got those pillars assembled... Whee. Not much I can do with them to fix up that stage though. >_<
04-21-2009, 11:44 AM
If I knew anything about decompressing files (such as which program to use), I might be able to get the rest of the background for you. I mean, I've got the files right here, but since I know absolutely nothing about compressions, I can't really do anything with them...
(EDIT: Lemme post an example of the hex for T_BG002.bin.) Code: 00 02 2F 02 A4 02 10 03 78 03 E9 03 63 04 C0 04
04-21-2009, 11:54 AM
I'm somewhat inclined to think the compression is the same as CPS-2, given how the game's made. That would explain why this game isn't decompressing the graphics right when MegaMan Powered Up does. Not that that helps much though unless someone's able to reverse engineer how Kawaks and other emulators use it. Most likely will rule out SFA3 MAX as well, since it's probably in the same fashion.
04-21-2009, 02:34 PM
Hmmm... I have a feeling that the compression is really simple (byte, byte length, byte, byte length, etc.), but since I have absolutely no idea how to create any kind of program, I can't test my theory...
04-21-2009, 04:46 PM
(04-21-2009, 11:44 AM)Chackn Wrote: If I knew anything about decompressing files (such as which program to use), I might be able to get the rest of the background for you. I mean, I've got the files right here, but since I know absolutely nothing about compressions, I can't really do anything with them...This does not look like compressed data, but more like the header of an archive file. If you group the bytes by 2 and reverse the byte order (ie: you read the data as Big-Endian 'WORD's), you get a list of increasing numbers, which will probably point to parts in the file. You possibly need to multiply the numbers with a multiple of 2 to get the actual offset, though.
04-21-2009, 05:10 PM
Anyway, here are the original files if you want to take a look at them:
http://www.mediafire.com/download.php?m2uzoimn2jy
04-23-2009, 11:41 AM
The "Mega Man Powered Up" materials are automatic win, especially the character arts for the game itself. I just sent you a PM asking about something in relation to this, RTB.
Thanked by: Random Talking Bush, Random Talking Bush
04-27-2009, 11:31 PM
'nother batch of submissions completed. Half of them are new, the other half are updated.
Tarma's got his Metal Slug 6 sprites now (which means this should be the final update for his sheet, but I'm pretty sure it won't be), and the three vehicles exclusive to MS6 are ripped now. (The Vulcan Cannons for them can be gotten from one of Gussprint's sheets. Speaking of which, I forgot to add them to the icons. Crap! *goes to add them* Fixed.) Prinny, Asagi and the Ending Scenes have all of the English things, the Misc. Characters (and Asagi) have anti-aliasing for the portraits now, and the Backgrounds (Set 2) has the Flonne's Castle BG, and the English things (and the alpha channels) for the newsroom background. ...and here's the character portraits from MegaMari (which took me a lot longer to rip than they should have taken)... ...some things from PatchCon... (I know there's already a PatchCon sprite sheet floating around out there, but the one I was sent almost a year ago was dithered... So, I re-ripped them all.) And, something that I haven't ripped from in forever -- Puzzle Bobble 4! Alkanet, Gigant and Kurol were updated, as I had somehow missed the sprites used for the cinematics. (Gigant only had an alternate standing animation, though.)
04-27-2009, 11:41 PM
Awesome work!
Thanked by: Random Talking Bush, Random Talking Bush
04-28-2009, 12:35 AM
Wow! Wonderful!
Thanked by: Random Talking Bush, Random Talking Bush
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