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Quick question - how's 3DS sprite ripping compared to the DS era?
Got a few formats I'd appreciate people taking a look at:
https://dl.dropboxusercontent.com/u/2697...arious.zip

There's 3 folders, each different games. I'm not sure if anyone will have any luck with these Sad

Cheers!



Also, it's a lot harder than normal DS at this point. Ripping from 3DS requires far more patience and understanding, and hardware.
There's probably a cleaner way to do this, but here's a method for ripping from .obt:

[Image: 2ed2bcf3da.png]

.obt's contain multiple CGFX files inside. Trim your .obt so that it starts with the "11" byte right before each CGFX tag. Run that file through an LZ77 decompressor. Then run the decompressed file through Texturipper.

When you run each .obt file through the decompressor, it'll only output the CGFX archive that's at the top of the file, so you'll need to continually trim the file down to the next CGFX each time and decompress it again.
(01-14-2015, 02:50 PM)m64m Wrote: [ -> ]There's probably a cleaner way to do this, but here's a method for ripping from .obt

Here's the cleaner method (BMS script). There's CGFX files as well as dummy files with only "結合ツール用のダミーファイル".
Most excellent, thanks guys! I didn't spot the CGFX headers in there at all - must have totally slipped me by.

I'll get to ripping some sprites from this game tomorrow!
The .enc files contain additional .ctx files, you can use this QuickBMS script to extract them:

Code:
# 3DS .enc format
#
# Written by puggsoy
# script for QuickBMS http://quickbms.aluigi.org

idstring "\x0B"
goto 0x10

for i = 0
    get SIZE long
    get SIZE2 long
    
    if SIZE != SIZE2
        print "different adjacent sizes"
        exit
    endif
    
    get OFFSET long
    get FILESIZE asize
    
    if SIZE == 0 && OFFSET == FILESIZE
        break
    endif
    
    get NAME filename
    string NAME -= 4
    string NAME += _
    string NAME += i
    string NAME += .ctx
    
    log NAME OFFSET SIZE
next i

(I tested this with the files you uploaded but I'm not sure if all files work like this. If this script throws any errors or messages with a file please upload it so that I can take a look at it.)

No idea how to open .ctx though. They have a 0x40 byte header followed by what I assume is graphics data but not in a format I recognise. Alternatively they could be models (I don't know which game this is from) which I don't work with so in that case I can't help any further.
My reaction to finding out that Ploaj already dumped the Epic Mickey 3DS sprites:
[Image: b7d6e91eef.png]
The .ENC files are from Highschool DXD so I can't imagine they're 3D data.

The OBT BMS script works great, but on other files, has provided me with other files besides CGFX data. While I can keep busy sheeting up these NPCs, I'd love it if someone could take a look at these data files from Puzzle & Dragons Z that come out of other OBT files. I'm just going to share the OBT file rather than a couple samples from within it - it'll be easier to get a wider spread of data.
https://dl.dropboxusercontent.com/u/26973982/Bustup.zip

Thanks for all of your help so far guys. From what I gather in these is a format called BCLIM which seems somewhat common (Pokemon uses it?) but I can't find any conversion tools already out there.
(01-16-2015, 04:56 AM)Dazz Wrote: [ -> ]The OBT BMS script works great, but on other files, has provided me with other files besides CGFX data. While I can keep busy sheeting up these NPCs, I'd love it if someone could take a look at these data files from Puzzle & Dragons Z that come out of other OBT files. I'm just going to share the OBT file rather than a couple samples from within it - it'll be easier to get a wider spread of data.
https://dl.dropboxusercontent.com/u/26973982/Bustup.zip

Thanks for all of your help so far guys. From what I gather in these is a format called BCLIM which seems somewhat common (Pokemon uses it?) but I can't find any conversion tools already out there.

Change the extension to .bclim and then open them with png2bclim.

[Image: 568b7d11ce.png]

EDIT: Here's all of them extracted, some are blank. http://puu.sh/eBlMV/6764641b1a.7z
You are amazing einstein95 - I'll make these into sheets and just stick your name on the submission. Nice work!
Those ctx things are pretty much exactly like the bclims with the metadata in the front instead of the back.
If you haven't already found a way to convert them yet, I could whip something up. (just a slight modification to the thing I sent you :p)
[Image: AyTVdyi.png]
[Image: H0JcWqi.png][Image: Yl79g0V.png]

I guess you're good on Puzzle & Dragons now?
I'll look at the C folder files later. At a glace it looks simple, but I don't know yet.

Edit:
That BUP_01_sora.rani file has portraits.
[Image: iKTH5mk.png]
Been so busy working on Pazudora that didn't even think of the other 2. If you could make something to rip from them, that'd be ace and I'll work on those after I've made progress with the monsters from this! Big Grin
There are placeholders in Pokemon Battle Trozei for alternate forms of every Pokemon that have them.
But what was interesting for me was there were even spots for Hoopa, Diancie, and Volcanion. Would have been neat if they were actually in the game :p

Edit:
Are New Super Mario bros tiles worth getting?

They look kinda gross from the compression, and have the whole texture stretched around edges thing going on.

It would take some work to get them in a usable fashion.

Edit:
[Image: 0AQ7uQh.png]
I think I figured out how the tiles are formed. I could probably make a script to transform them into regular 20x20 tilesets Big Grin
Thanks for making those rips, good job!

I wonder, did you use reggie-next code to rip the tilesets, and how did you rip the animated tiles?
Citizens of Earth uses CTPK...
[Image: eff553a90b.png]

...but sprites need a little assembling (pictured: Protester1).
[Image: 623e9fef59.png]
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