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(08-14-2009, 03:34 PM)Rhymey Wrote: [ -> ]Wait, how do you get it to decompress? Whenever I ran/run it it just copies the file to the output folder.
Hmm, dunno. Did you use the correct commands? I just use infolder instead of infile, try that. Tough, it might be that the files you use are unsupported by the tool or some shit.
(08-14-2009, 03:34 PM)Rhymey Wrote: [ -> ]Wait, how do you get it to decompress? Whenever I ran/run it it just copies the file to the output folder.
That means none of the files are actually compressed using a supported. They could be archives with compressed files inside them though, but the archives themselves are not compressed.
Also, if the game uses some custom compression format, the program is not able to decompress it. Only the default formats supported by the NDS are supported.

(08-14-2009, 02:59 PM)Kharaxel Wrote: [ -> ]The question is, what tile viewer should I use to make something good out of those four files? I tried cristaltile2(i think that's it's name) but it doesn't seem to recognize .ncer files or I'm doing something wrong.
As far as I know there is no program (yet anyway) that is able to use .ncer and/or .nanr files to view sprite sheets. (I could be wrong though)
Is there a updated version of desmume that allows action replay codes to be applied to games?
I loaded a short demo-game and saw a few .dat-files. Is it possible to extract the graphics/bgm out of these files?
(08-14-2009, 08:59 PM)Davias Wrote: [ -> ]I loaded a short demo-game and saw a few .dat-files. Is it possible to extract the graphics/bgm out of these files?

Possible? Probably. Easy? Most likely not since there are so many .dat file variants used by various games. The most I can recommend is using a tile editor to look through for graphics. As for bgm music, I'm not really the guy to ask.
(08-14-2009, 05:03 PM)Barubary Wrote: [ -> ]As far as I know there is no program (yet anyway) that is able to use .ncer and/or .nanr files to view sprite sheets. (I could be wrong though)
Apparently CrystalTile2 is able to do that(the newet version that is), but even tough I have the newest version, is still doesn't seem to recognize the goddamn .ncer files from Code Geass.
A ROM file isn't illegal unless you own the game. Otherwise you must rid of it within 24 hours.
Okay, I can't play any further on that PSX game, don't know why.

Game says: Change the disc. So I used that option in epsxe and chose "Change Disc -> ISO -> Lunar SSSC Disc 2". What happens? Emulator goes on full stretch and the "Insert disc 2"-screen remains.

I don't know what to do, is there a trick with that disc change?

Edit: I figured it out, version 1.7 is buggy. You need 1.6 to make it work.
(08-24-2009, 07:36 PM)Warcraft100 Wrote: [ -> ]A ROM file isn't illegal unless you own the game. Otherwise you must rid of it within 24 hours.

What. ROMs are illegal, unless you own it. If you don't, you're supposed to delete it after 24 hours (but I don't know anyone who actually does).
(08-27-2009, 08:57 AM)Emma Wrote: [ -> ]
(08-24-2009, 07:36 PM)Warcraft100 Wrote: [ -> ]A ROM file isn't illegal unless you own the game. Otherwise you must rid of it within 24 hours.

What. ROMs are illegal, unless you own it. If you don't, you're supposed to delete it after 24 hours (but I don't know anyone who actually does).

The way that law is actually written you don't even legally have 24 hours AND you must have dumped the ROM/ISO yourself. The thing is that you're about as likely to be taken to court for illegal downloading as you are to be struck by lightning.
Alright, with my VBA, what color setting am I supposed to have it on for ripping? Automatic or real colors?
Automatic? I only remember there being Real or Gameboy and you would want it on Real.
Ok, thanks Smile

Now to rip some Pokémon Crystal sprites.
I have maybe some stupid questions.
Just downloaded PSX-VRAM to extract some of the missing FFVIII and FFIX textures. The problem is that I have no ideia how to find/load the palettes. Everything shows in black and white.
Can somebody point me the right direction or a good tutorial?
http://www.romhacking.net/utils/442/
Drag & drop the file into the active window of PSX-VRAM. Now you can press 0 or 9 for different sprite sections (chars, tiles, and so on).

Arrow keys for moving, if you press the key above the left strg-key at the same time, you can make smaller moves. Letter keys W-A-S-D are for red frame-movement (shows you the sprites in original size).

Most of the palettes are on the coordinates (0/500-512), hope that helps.