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im working on ssbb 8-bit mario sprites
(04-14-2010, 04:30 AM)metaldodomon Wrote: [ -> ]I have a problem to rip textures from psx games (I use PVV). For many textures there is many pallettes of colors. It's possible to fixed all pallettes in the same time?

Unfortunately no. You'll have to do it manually. I gave up on ripping Parasite Eve because of this :/


(04-14-2010, 05:30 AM)Rockman64 Wrote: [ -> ]im working on ssbb 8-bit mario sprites

Sorry to point this but...So what? This isn't even a question, but a statement, and it's about editing not ripping. Try another thread
Hello folks. Another little project of mine has been to figure out the method of graphics display in Drawn to Life. I need help to do this...enclosed in the linked zip file here are the files that I assume make up the graphics of the game. I've only included a single string, rather than the entire game's system. Let me know if there's any way I can extract the graphics properly.
http://www.sendspace.com/file/89ol04

I'm sure the NCBR are the actual graphic files, while the other two are most likely either a simple model file, or a palette file.

I've managed to open the NCBR in Tile Molester and the codec is 8bpp linear with Mode 2-dimensional.
(04-14-2010, 09:00 PM)Carpaccio Wrote: [ -> ]Hello folks. Another little project of mine has been to figure out the method of graphics display in Drawn to Life. I need help to do this...enclosed in the linked zip file here are the files that I assume make up the graphics of the game. I've only included a single string, rather than the entire game's system. Let me know if there's any way I can extract the graphics properly.
http://www.sendspace.com/file/89ol04

I'm sure the NCBR are the actual graphic files, while the other two are most likely either a simple model file, or a palette file.

I've managed to open the NCBR in Tile Molester and the codec is 8bpp linear with Mode 2-dimensional.
If you also have the NCLR (palette) file, you can use GlycerinMapViewer to display the NCER+NCBR+NCLR files. The NANR file contains the information for the animation(s), which you do not necessarily need in order to view the game's graphics (it stores information like the order of frames and how long they are displayed).
Well, it can recognize the files, but I get an error.
"An error occured during the loading of the image data;
Unknown value 1 in CHAR is not as expected."
Also I could only find generic palettes in the games data, I'm not sure how they're handled.
http://www.sendspace.com/file/8l7fxu
Here's an example of one.
The palettes are probably handled by hard-coded values, or otherwise set via the code (and not the usual way). If you re-download the tool, it should open the files without the error message.
Thank you so much. This solves all my problems...most likely...

...Until I get to Drawn to Life The Next Chapter.
I will rip metroid prime hunter (on ds) and for this I use tahaxan. When I open the rom on tahaxan I have many folders and in these folders there pac files with all things to rip. How open these pac files? Anyone can help me please?
(04-15-2010, 09:38 AM)Barubary Wrote: [ -> ]
(04-14-2010, 09:00 PM)Carpaccio Wrote: [ -> ]Hello folks. Another little project of mine has been to figure out the method of graphics display in Drawn to Life. I need help to do this...enclosed in the linked zip file here are the files that I assume make up the graphics of the game. I've only included a single string, rather than the entire game's system. Let me know if there's any way I can extract the graphics properly.
http://www.sendspace.com/file/89ol04

I'm sure the NCBR are the actual graphic files, while the other two are most likely either a simple model file, or a palette file.

I've managed to open the NCBR in Tile Molester and the codec is 8bpp linear with Mode 2-dimensional.
If you also have the NCLR (palette) file, you can use GlycerinMapViewer to display the NCER+NCBR+NCLR files. The NANR file contains the information for the animation(s), which you do not necessarily need in order to view the game's graphics (it stores information like the order of frames and how long they are displayed).

i love you.
i love this tool.
SO MUCH
I would appreciate some clear instructions about ripping games using memory dumping.
I tried to do it using the way as it was described a little time ago without results, so I know I'm doing something wrong but still don't know which part.
@Maneko: PSX-Games? And what means "without results"? If there is an error, show us a screenshot, this would make things easier.
No, I meant computer games. (To be even more exact, Doujin Games.)
I followed the steps of running the game, then making a memory dump and opening said dump with Tile GGD, but I got nothing, so evidently I'm doing it wrong but I don't know what part I screwed up.
(04-22-2010, 05:10 PM)Maneko Wrote: [ -> ]No, I meant computer games. (To be even more exact, Doujin Games.)
I followed the steps of running the game, then making a memory dump and opening said dump with Tile GGD, but I got nothing, so evidently I'm doing it wrong but I don't know what part I screwed up.
Hm. Which game are you trying to get the graphics from? Perhaps you came across one that might not work with that method. I know I have.
Originally I wanted to rip a Metroid clone called "Holdover" because some friends asked me to rip it for them. Then I tried ripping Marisa Land and some Azumanga titles as a test run, still without sucess.
I'm still on it, Maneko, but so far I couldn't find any tool