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Full Version: Ripping Moero Chronicle (PC) Character Sprites
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Greetings. First post, and first thing I've ever attempted to rip, so please forgive my inexperience.

So I've been unsuccessfully trying to rip character sprites from Moero Chronicle's PC version since the only available sprites as of now are the extremely small Vita versions (https://www.spriters-resource.com/playst...eet/81499/) for my friend and I to use in online tabletop stuff.

Anyway, I've figured out that I needed two things:
1. The ability to extract the game's .pac files
2. The ability to convert the .tid image files within said .pac files into .pngs (from there, smooth sailing, in theory)

I was able to do #1 after much wrestling and finangling with old Japanese(?) modding tools from 2016 for Hyperdimension Neptunia Re;Birth 1/2 (which is made by the same folks at Compile Heart/Idea Factory who made Moero Chronicle) that I got from (https://steamcommunity.com/sharedfiles/f...=453717187)

And as of now, I have a folder full of .tid files very tantalizingly close to being .pngs save for the fact that I cannot for the life of me get the "tidtool" to work. All documentation states that, when a .tid file is dragged onto the executable, the executable generates a .png (or .tiff/.bmp if specified, which I have both tried to no avail) in the same directory as the original .tid. That doesn't happen. Neither Japanese locale, running as admin, compatibility mode, or any combination of the three have remedied it. The only thing I've gotten it to produce is crash dump files, which also turn into gibberish. For the record, this is Windows 10; I'm considering setting up a W7 VM just to see if that works.

TL;DR: I have .tid image files I need to convert into .pngs and the program that's supposed to do that is fighting me every step of the way. Need alternative method or a way to make the program work, if anyone knows how.

Again, sorry for my naivety if I am posting in the wrong forum or something like that.

Edit: I had a friend with Win7 try to use the program with a sample .tid I sent him to no avail. I don't know what the issue could be...
It's been a while, but I seem to recall facing a similar issue recognising the .tid files from the PC release. I know that's no help, but at least it explains why the Vita rips exist and not the HD PC version.
(03-15-2019, 07:24 AM)Dazz Wrote: [ -> ]It's been a while, but I seem to recall facing a similar issue recognising the .tid files from the PC release. I know that's no help, but at least it explains why the Vita rips exist and not the HD PC version.
It's a real shame. They're quite nice sprites, too. That said...
(03-15-2019, 11:36 AM)Random Talking Bush Wrote: [ -> ]Try using the QuickBMS script I'd written up for Megadimension Neptunia VII's TID files and see if that works.
This actually worked out beautifully! Turns out, I also had a another problem of having extracted the wrong archive in the game files. Nevertheless, the tools I was working with prior weren't working on these new .tid files either (I kept getting an invalid resolution error, which... why would that even be a thing? I digress), but your bms script on the other hand seems to handle them just fine. I'll still have to work on finding exactly where the sprites are but the big hurdle is gone now. Thanks very much. I'll see about getting these all ripped and uploaded on the Spriters' Resource.