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(01-04-2010, 07:44 PM)魔王 ルシファー Wrote: [ -> ]The easiest way is to change the codec to 15bpp BGR (555) and look for it. Also lower the number of columns to 1 or 2 to make the grouping easier to see.

If the palette is in the file, then try to align it to the upper left corner and use the Calculator to convert the Hexidecimal to Decimal (you need to use Scientific for this), and go to Palette -> Import From -> This File.

Sorry I can not understand this last thing you said ...
Got a picture or something?

How do I open the file with the calculator? : S
Can you e-mail me the file? I'm going to have to point it out.



Pic: http://i560.photobucket.com/albums/ss42/...lp/tm1.png
After looking through the file you sent, I found that the palette was need the end of it.

Pic: http://i560.photobucket.com/albums/ss42/...lp/tm2.png
Here, you can see it.

Pic: http://i560.photobucket.com/albums/ss42/...lp/tm3.png
This picture is to show you how it is organized but also show the Address (4D28).

Pic: http://i560.photobucket.com/albums/ss42/...lator1.png
This is a calculator.

Pic: http://i560.photobucket.com/albums/ss42/...lator2.png
Scientific Mode is under the View command but I couldn't get a screenshot of it.

Pic: http://i560.photobucket.com/albums/ss42/...lator3.png
This is Scientific Mode. All you need to know is Hex and Dec.

Pic: http://i560.photobucket.com/albums/ss42/...lator4.png
With Hex still selected, enter the value of the Address (for that particular file 4D28).

Pic: http://i560.photobucket.com/albums/ss42/...lator5.png
Change the selection to Dec and now you have the Decimal value of the address.

Pic: http://i560.photobucket.com/albums/ss42/...lp/tm4.png
Go here.

Pic: http://i560.photobucket.com/albums/ss42/...lp/tm5.png
This is all you need to know to set it up.

Pic: http://i560.photobucket.com/albums/ss42/...lp/tm6.png
The end.
Yeah! Thanks men!
One last thing, is there any way for the Tile Molester, build the sprite, or do I have to edit it myself in Paint?

Oh yeah, Thank you, really! =)
(01-04-2010, 10:48 PM)Metal-Franky Wrote: [ -> ]Yeah! Thanks men!
One last thing, is there any way for the Tile Molester, build the sprite, or do I have to edit it myself in Paint?

Oh yeah, Thank you, really! =)

If you're tile ripping then you're most likely going to have to build it yourself unfortunately.
I was wondering about the tile ripping and I had a feeling I would have to do it by hand. Thanks for clarifying that Shadowth117.

Sometimes TileM will put the sprites togethor, Ithink it depends on the size of the sprite. If you're doing colors I use one frame and use TileM to get the rest of the frames and edit the colors using paint shop pro's palette editor.
Well folks, I'm going to need some serious extraction help. I'm trying to rip from the rather epic game "Bunny Must Die" or " Chelsea and the Seven Devils" to those who have comepleted the full game. As you may or may not know I have certain conditions that cause me to be unable to play such high-paced games, though I still enjoy them and enjoy watching them be played. This game is awesoem to me anyway. I've been wanting to rip from it for ages but ahve searched high and low the internet over to find a method of extracting it's sprites other than the old screenshot method, but haven't had any luck. I was hoping one of the smarter-than-me fellows here with programmign knowledge could help me unpack the DAT files included in this game, which from what I can determine, contain the sprites. In the following ZIP file I have contained a DAT file for any of you fellows to take a look at. Please let me know if there is any hope for this, as it is very important to me and I will of course give credit to whomever helps me with this.

Said ZIP file

P.S. The game is by "Platine Dispositif" if that helps.
(01-02-2010, 08:11 PM)Metal-Franky Wrote: [ -> ]
(01-02-2010, 07:17 PM)Barubary Wrote: [ -> ]
(01-02-2010, 06:42 PM)Metal-Franky Wrote: [ -> ]Barubary Thank you very much!
The only problem that arises for me is that I get the following error on some files:

http://img695.imageshack.us/i/dibujojtk.png/

Thanks for the tips Superliger and Barubary Wink
That's not necessarily a problem. It should indicate that the .bxi file you selected does not contain an image. The file format is quite generic (actually XML-like), and can (theoretically at least) contain sound data as well, for example.
You can still check whether or not the file contains an image by extracting the file and viewing it with (Tiled)GGD.

Ok, thanks for the info

One last thing, I must do to mount the image?
As much as I try the proportions that gives me the Tahaxan not I mount the sprite ... : S

New method:
- extract the .bxi file(s) (right-click->Extract... in Tahaxan's file list)
- drag&drop the .bxi file(s) onto this program.
- open and view extracted files with this program (includes readme)

If the first program doesn't produce any files, it means the .bxi file did not contain any sprite-related data.
I've done a few tests, and seems to work. Some images are still not exactly as you see them on the screen, but are far easier to put together.
(01-07-2010, 09:25 AM)Carpaccio Wrote: [ -> ]Well folks, I'm going to need some serious extraction help. I'm trying to rip from the rather epic game "Bunny Must Die" or " Chelsea and the Seven Devils" to those who have comepleted the full game. As you may or may not know I have certain conditions that cause me to be unable to play such high-paced games, though I still enjoy them and enjoy watching them be played. This game is awesoem to me anyway. I've been wanting to rip from it for ages but ahve searched high and low the internet over to find a method of extracting it's sprites other than the old screenshot method, but haven't had any luck. I was hoping one of the smarter-than-me fellows here with programmign knowledge could help me unpack the DAT files included in this game, which from what I can determine, contain the sprites. In the following ZIP file I have contained a DAT file for any of you fellows to take a look at. Please let me know if there is any hope for this, as it is very important to me and I will of course give credit to whomever helps me with this.

Said ZIP file

P.S. The game is by "Platine Dispositif" if that helps.

Also, I believe these files may or may not be similar to the touhou files, as they are very similar in style. IF so, these would be just huge archives that would require an extractor. I favor batch extractors that just dump everything from the archive, but often times that can lead to problems. Hopefully the internal filetypes are not too obscure. I really hope to do some major ripping from this game if we manage this.
(01-07-2010, 01:03 PM)Carpaccio Wrote: [ -> ]
(01-07-2010, 09:25 AM)Carpaccio Wrote: [ -> ]Well folks, I'm going to need some serious extraction help. I'm trying to rip from the rather epic game "Bunny Must Die" or " Chelsea and the Seven Devils" to those who have comepleted the full game. As you may or may not know I have certain conditions that cause me to be unable to play such high-paced games, though I still enjoy them and enjoy watching them be played. This game is awesoem to me anyway. I've been wanting to rip from it for ages but ahve searched high and low the internet over to find a method of extracting it's sprites other than the old screenshot method, but haven't had any luck. I was hoping one of the smarter-than-me fellows here with programmign knowledge could help me unpack the DAT files included in this game, which from what I can determine, contain the sprites. In the following ZIP file I have contained a DAT file for any of you fellows to take a look at. Please let me know if there is any hope for this, as it is very important to me and I will of course give credit to whomever helps me with this.

Said ZIP file

P.S. The game is by "Platine Dispositif" if that helps.

Also, I believe these files may or may not be similar to the touhou files, as they are very similar in style. IF so, these would be just huge archives that would require an extractor. I favor batch extractors that just dump everything from the archive, but often times that can lead to problems. Hopefully the internal filetypes are not too obscure. I really hope to do some major ripping from this game if we manage this.

Dat files are almost always a bitch to extract because basically EVERYTHING that uses them uses a different variant and many PC games use them. It has no file header when I look at it with a hex editor or anything obvious that would help me out here either. Basically unless you can find your own ripping method for the game your out of luck.
Guys, what about compiling a list with extractors for PC games? And maybe other systems too. It would be really helpful for everyone around.
I concur, Ultimecia. A list certainly would be helpful.

I've let the fellows at Xentax know of my plight and hopefully soon they will develop a solution, in the mean time, anyone here is welcome to try figuring it out too.
Two questions, I don't know if anyone knows about available tools/solutions (especially the 2nd one):

1) I saw this map from Terranigma and I wonder if there is a SNES map viewer in existence:
http://www.vgmaps.com/Atlas/SuperNES/Ter...After).png

2) This:
(10-13-2009, 06:15 PM)Davias Wrote: [ -> ]Everytime I view a tileset in PSX-VRAM, one area is without a palette.

I really can't find this silly palette, I swear that I will rip the whole game if I find out how it works:
http://img202.imageshack.us/img202/4103/waadlehyde.png
http://img202.imageshack.us/img202/6263/...stival.png
http://img40.imageshack.us/img40/5749/wa...castle.png
Wild Arms is the only game which has that annoying problem, I tried several German and English versions.
I never tried doing Wild Arms, but it is possible there are extra palettes elsewhere, I know for a fact that Castlevania Chronicles background palettes are shown within the background tiles, so maybe Wild Arms also does.
Wild Arms 2 was also pretty annoying to rip with PSX-VRAM. Specially annoying.
(01-07-2010, 07:53 PM)魔王 ルシファー Wrote: [ -> ]I never tried doing Wild Arms, but it is possible there are extra palettes elsewhere, I know for a fact that Castlevania Chronicles background palettes are shown within the background tiles, so maybe Wild Arms also does.
A hidden palette? Do you know where these spots are? Maybe they share the same angles.
I've hosted the archive with several saves + psx-vram (4,69 MB) on my webspace:
http://www.letsshareit.net/files/152/Wil...SXVRAM.exe
As said, you can find EVERY palette, except one. Very weird.

Ultimecia Wrote:Wild Arms 2 was also pretty annoying to rip with PSX-VRAM. Specially annoying.
Really? Afaik, part 2 is in 3-D. Are there any special places for palettes, too?