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How to rip sprites from PS2 without emulator? I've tried to use TextER but there are no TIM2/TIM3 files to be extracted from, it's Yu-Gi-Oh! Tag Force Evolution
I checked the insides of the game and apparently, as strange as it may sound, the sprites are in .GIM (standart PSP images) format, but kept in archives. You can extract them with GitMO
(03-03-2014, 09:44 AM)maver1k_XVII Wrote: [ -> ]I checked the insides of the game and apparently, as strange as it may sound, the sprites are in .GIM (standart PSP images) format, but kept in archives. You can extract them with GitMO
How to use it :/, keep showing Finished, 0 GMO's/0 GIM's
Set the path to the files you want to rip sprites from in "Source path", then set the "Destination path" to where you want the program to put the extracted sprites. Also make sure that other settings look like this:
[Image: uYv0Og9.png]
The files in umd\database and umd\card directories contain sprites for sure, not completely sure about the rest.
Err, you probably are talking about the PSP tag force :/
It's this game, right? I'm sure that I got the PS2 version as PSP games always have those PSP_GAME, USRDIR, SYSDIR folders. By the way images look half-transparent for some reason, but I guess that is not too hard to fix. Here's a few examples of sprites:
[Image: kp2Kk7L.png]
[Image: gCLGZeS.png][Image: khYKBzb.png]
Got it to work, but any way to extract the sprites from umd/field/bustup.ehp?
Nice work! I know FF12 also has some sprites for the Sky Pirate Den. Is it possible to grab those?
(03-04-2014, 07:18 AM)Arceus493 Wrote: [ -> ]Got it to work, but any way to extract the sprites from umd/field/bustup.ehp?
I looked more into this .ehp format and I managed to make a working QuickBMS script to extract those archives. Here it is: https://mega.co.nz/#!ZhciWDAR!z_ea6R86kn...uFmyfpzLCk
As for the bustup.ehp file, it contains a bunch of .gz files (extractable with WinRAR for example). Each .gz file contains another .ehp file, which contains the actual sprites Tongue. Unfortunately those sprites does not seem to show up correctly in Noesis, the game probably uses some modified .gim format.

(03-04-2014, 08:51 AM)Ton Wrote: [ -> ]Nice work! I know FF12 also has some sprites for the Sky Pirate Den. Is it possible to grab those?
I'll see what I can do, but I'm afraid that it'll most likely be some very complicated image format that I'll fail to do anything about. Or it could be some common format like TIM2 if we are lucky Smile.
Square Enix are well known for being massive bastards with their file formats, generally, so FF12 will likely not be an exception Sad
Thank you, could you tell me how to fix the sprites?
Actually, if you're going by maver1k's image as a base, it looks like parts of the palette are off. Those random transparent pixels within each bust image - maybe you didn't allow a big enough palette, or need to change it to LittleEndian <-> BigEndian ?
(03-04-2014, 11:12 AM)Dazz Wrote: [ -> ]Square Enix are well known for being massive bastards with their file formats, generally, so FF12 will likely not be an exception Sad
Yeah, I can already see that. Apparently the only (may be wrong here) way to extract game's resources is to extract the iso using Noesis, but it can't extract filenames and most of the files have .RAW extensions. That makes it very hard to understand what's where, but I managed to randomly find a folder with some sort of archives, that actually contain TIM2 images Big Grin. Here are a few examples:
[Image: GVSAL9m.png][Image: LjeirE8.png][Image: tAewOrp.png][Image: JRLUnbq.png][Image: eAwhMzT.png]
Even though I took mostly sprites, most of the images I saw are level textures.

(03-05-2014, 04:30 PM)Kosheh Wrote: [ -> ]Actually, if you're going by maver1k's image as a base, it looks like parts of the palette are off. Those random transparent pixels within each bust image - maybe you didn't allow a big enough palette, or need to change it to LittleEndian <-> BigEndian ?
Well, the problem is that .gim support in Noesis is not a python plugin, it's embed (hope it's the right word). That makes it impossible for me to change anything about the way it works. Writing a plugin from scratch wouldn't be easy as I'm not experienced in working with image formats and it's quite a complicated one as far as I can tell. Unfortunately I don't really know what can be done here Sad.
Please come back here or pm me whenever you find out a way
Someone can try to convert the gim with GimConv perhaps? It has config file that can rearrange picture channel and convert big <-> little endian, but nothing I tried gives difference
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