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So here are some new sheets for games that I just got around to ripping.
Wii - Tetris Party Deluxe - Blocks (Preview is not transparent due to website uploading as JPEG.)
[Image: NtbYQJ.png]
Wii U - Kirby and the Rainbow Curse - Sound Test Icons
[Image: Kirby_Soundtest.png]
GameCube - Luigi's Mansion - Mansion Ranking
[Image: fa4828ee_o.png]
Effects and Unused Content
[Image: f98b25dd_o.png]

More still coming up!
A lot of these are shrunk, textures or jpg'd...

Additionally, 1 dimensional images aren't a thing. They're 2 dimensional - AKA, 2D.
1 dimensional would be a straight line with 0 height. It wouldn't be possible to see in our plane of existence.
I fixed both photos, and still I can't get the 1st one to fix.
The 2nd one is perfectly fine. I'll upload the 1st photo to tSR for approval
And what stinks is, all I have is the Kirby Rainbow Curse Icons.
So, here. And also, would this be a sheet or texture?
Trophy Room
[Image: 703c9e77_o.png]
Icons
[Image: 7be36a6c_o.png]
A good way to tell the difference between a sprite sheet and texture sheet is how the images are displayed in-game.

If the image has no depth to it (i.e. Food in Super Smash Bros, Characters in Paper Mario Games, etc.) it would fall under tSR.

If the images have depth to them (a third dimension), then they would go under tTR.

The trophy room has the shelves that are 3d, which I am assuming is the top-left texture on your sheet. I'm sure you already knew all of this, but just to clarify any confusion. Tongue

Anyways, great job on the rips so far!
Could someone tell me what this is for? It was in this directory--->'chara\env\Mission\Carrier'.
I would really like to upload these but I'm not sure what they're called 'cause I haven't really played the game. Shy <--- YET.
Here's how one looks, They have the same exact chairs in them and there's about 20 pictures. All of them have different backgrounds, though. That's what's weird, though.
[Image: 25GxTMvU.png]
More Kirby's Epic Yarn - thanks to SuperFlomm. (For the data and whatnot. Shy )

Cutscene Thumbnails
[Image: 9RXj44.png]

Pre-Yarn Characters
[Image: rCd930.png]
Wii U - Mario Kart 8 - Racing Options
[Image: iQVCeH.png]
Mario Kart 8 - Kart Options
[Image: tti9Vw.png]
Mario Kart 8 - Title Screens
[Image: Pir2R9.png] Cool
[Image: 17SHVy.png]<----Unused.
[Image: a8VB5W.png]
[Image: CGLutj.png]
[Image: hq9061.png]
[Image: 7C9zJb.png]
[Image: VRnHmg.png]
[Image: wKTsaC.png]
Kirby and the Rainbow Curse - Medals
[Image: X3jmQo.png]
Kirby and the Rainbow Curse - Title Screen
[Image: Bd8qou.png]
More MK8 coming, but can someone help with converted photos like this?
[Image: wRLewh.png]

And that's it for now! I'm still not done yet!
A lot of these are also useless without alpha masks... Some aren't though, like those title screens and the kart icons!
OK, so should I upload 'em?
Something about those Kirby things tell me a problem's up.
Uploading, so can you approve these?
For the images that should have alpha channels for 'em, might I recommend TiledGGD to convert 'em?
How, exactly?
(07-23-2015, 07:50 PM)supersmashball Wrote: [ -> ]How, exactly?
Like so. Open up the DDS file in TiledGGD, change the format to 32-bit by pressing "B" a few times, then go to Palette > Alpha Settings and uncheck "Ignore Alpha value". After that initial setup's done, set it to the resolutions of the images you need to get the transparency settings for by using the arrow keys (you may need to go to the Image menu and change the Width/Height Skip Size if necessary).
[Image: MK8-LarryImage.png]
And then save 'em as PNG afterwards, they'll keep the transparency they're supposed to have. Blame 32-bit DDS files not allowing you to preview the transparency normally. Makes no sense.
[Image: tc_mnopen_larry.png]
Woah, woah, are you able to tell me a bit slower?
I kinda got it, the image is barely seen, but all colors are messed up and
image is glitchy.
Mm, don't worry about that. I found out what needs to be changed for specific DDS files that TexConv2 outputs (RGB565 and RGBA8888), for some reason it doesn't set some header flags properly, but with some changes it can be read/exported with Noesis correctly... but I'll need to write up yet another QuickBMS script to parse and fix the DDS files. :/
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