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(04-12-2013, 08:51 AM)DarkOverord Wrote: [ -> ]
(01-12-2013, 05:33 AM)Random Talking Bush Wrote: [ -> ]
(09-11-2012, 08:17 PM)Random Talking Bush Wrote: [ -> ]A new Twilight Frontier game? You know the drill.
Touhou Shinkirou (Hopeless Masquerade):
[Image: reimu_icon.png]

Fixing the palettes for these sprites is NOT fun. All of the sprites normally have a "checkerboard" pattern of colours that are 1 value different from each other, therefore quadrupling the palette size -- it's a pain to optimize it back to the proper appearance. Cry

...But yeah. That's the only thing I've got for now. More things later, as always.

Oho. A tad late but awesome, I was actually planning to give you a poke about 13.5 at some point XD; Hadn't really got round to prodding at it much (Seen as it's only a demo, I was kinda "Oh I'm sure I can wait until August...").

Goodness though, those sprites are super pretty when outside of the filtering.
[Image: irMHT3jKOD7GC.jpg]

Looking forward to Okuu (and I hope this is not a fake screenshot).
(04-12-2013, 02:01 PM)Davy Jones Wrote: [ -> ][Image: irMHT3jKOD7GC.jpg]

Looking forward to Okuu (and I hope this is not a fake screenshot).

Not to hijack RTB's thread with 13.5 stuff, but I think that's fake. The graphs round Okuu's head don't seem to go behind her profile pic, and that's most certainly her Hisoutensoku Profile Pic. I wouldn't imagine Alphes to not redraw her if she was in.

That sprite is hella cool though.
Yeah, it looks like a fake screenshot to me, mainly because of the old portrait used for it.

Anyway, voting's over for now, mainly because nobody voted for anything for a week. Looks like I'll be finishing up my X spritesheet next (I'll start on Zero shortly after), get the swords from Disgaea 4/D2, finish up those Proto Man, Dr. Wily and New Super Marisa Land spritesheets and get a few things from Prinny in my next sprite update. Since nobody other than myself seems to want the leftover sprites from Azumanga Daioh Puzzle Bobble, EFZ, MapleStory, Toon Machine or PB4, I'll put those aside for now. Again.

Maybe.
(01-12-2013, 05:33 AM)Random Talking Bush Wrote: [ -> ]Touhou Shinkirou (Hopeless Masquerade):
[Image: reimu_icon.png]

Fixing the palettes for these sprites is NOT fun. All of the sprites normally have a "checkerboard" pattern of colours that are 1 value different from each other, therefore quadrupling the palette size -- it's a pain to optimize it back to the proper appearance. ;_;

...But yeah. That's the only thing I've got for now. More things later, as always.
can you share your technique or tools to get to the sprites? i'd like to try ripping some stuff from that game myself, but have no idea how to open the pak files and whatever strange file format's inside of them.

regular tile viewing of it shows that only the texture files are in a somewhat recognizable format, so i assume the sprites use some secondary compression.
(05-26-2013, 10:55 PM)yarrmateys Wrote: [ -> ]can you share your technique or tools to get to the sprites? i'd like to try ripping some stuff from that game myself, but have no idea how to open the pak files and whatever strange file format's inside of them.

regular tile viewing of it shows that only the texture files are in a somewhat recognizable format, so i assume the sprites use some secondary compression.
TexMod. That's all.

Anyway, now that the full game is out, I'll have a do-over for my Reimu sheet with anything new sometime soon-ish, highest priority's still on completing the X spritesheet.
ok, thanks. while texmod doesn't work right for me (antivirus treats its attempts to hook into a game as malware. lol), i found an open source remake of it called uMod which does the exact same thing, but gives more control over how it works.

http://code.google.com/p/texmod/

edit: with this thing ripping the sprites for the whole cast was a breeze. i see what you meant about the colors though, for some reason all of the sprites are using some dithering filter on them.

edit2: interestingly, the dithering effect doesn't appear on the sprites if you use uMod v1. it happens with 2, and apparently with texmod too from what you say. maybe v1 didn't support pixel shaders and so, ignored the dithering filter.
[Image: tumblr_inline_mngx21LngM1qz4rgp.gif]
And now I know, guessing then with this method the names on the Reimu sheet are guesses from playing in game?
(05-27-2013, 12:24 AM)yarrmateys Wrote: [ -> ]edit2: interestingly, the dithering effect doesn't appear on the sprites if you use uMod v1. it happens with 2, and apparently with texmod too from what you say. maybe v1 didn't support pixel shaders and so, ignored the dithering filter.
Guess I'm gonna use uMod v1 when I essentially re-rip Reimu's sprites, then. And when I rip the others' sprites.

(05-27-2013, 12:46 PM)DarkOverord Wrote: [ -> ]And now I know, guessing then with this method the names on the Reimu sheet are guesses from playing in game?
Yeah. Hence a little bit of guesswork for sprites that didn't appear for me.
(05-27-2013, 05:49 PM)Random Talking Bush Wrote: [ -> ]
(05-27-2013, 12:24 AM)yarrmateys Wrote: [ -> ]edit2: interestingly, the dithering effect doesn't appear on the sprites if you use uMod v1. it happens with 2, and apparently with texmod too from what you say. maybe v1 didn't support pixel shaders and so, ignored the dithering filter.
Guess I'm gonna use uMod v1 when I essentially re-rip Reimu's sprites, then. And when I rip the others' sprites.
TexMod is working for me without the odd dithering or pattern (Whatever it is) if I export as .dds. A little bit of a pain as I have to convert it to .png (As so far I've only gotten .dds to open in paint.net and that's a pain in the arse to make a sheet with when I'm used to PSP back when I did Hisouten(soku)'s sheets)

(05-27-2013, 05:49 PM)Random Talking Bush Wrote: [ -> ]
(05-27-2013, 12:46 PM)DarkOverord Wrote: [ -> ]And now I know, guessing then with this method the names on the Reimu sheet are guesses from playing in game?
Yeah. Hence a little bit of guesswork for sprites that didn't appear for me.
Figures! Gonna be more rewarding I guess now! Also plenty of room for error whoops. Though it's making interesting seeing random frames out of place as it's going via memory entry I assume. I meant they're around the same area but sometimes they're just a couple of hits to the left/right/see fit
now that you mention it, umod1 only saves to dds and has none of the dithering. umod2 also gives no dithering if saved to dds, and you say texmod does so as well. maybe it's their default png setting that does it.

but either way, i've been using a freeware program called dds converter 2 to convert the whole batch of dds files to png at once.

i also made a script that does a "dump texture, wait, go to next texture, wait, repeat" with umod so i could get them in the same order umod gives them. this often helps with ordering since many of them are in more less correct order in umod, and only after dumping they get all random.

with that script if i order them by date of creation (2 second pause between the dumps is enough then) and then use a mass renaming tool, i get them all in a better order so it's easier to do stuff with them. i just have to wait around 15-20 minutes per sprite set to have the script dump everything for me and give the files correct time stamps.
So yeah, the way I ripped them earlier is what made them dithered/flawed. Guess that means I just up and replace all of Reimu's sprites with proper ones once I dump all of the ones from the full game.

And I guess I'll be ripping Marisa's sprites next.
(05-27-2013, 11:44 PM)yarrmateys Wrote: [ -> ]now that you mention it, umod1 only saves to dds and has none of the dithering. umod2 also gives no dithering if saved to dds, and you say texmod does so as well. maybe it's their default png setting that does it.

but either way, i've been using a freeware program called dds converter 2 to convert the whole batch of dds files to png at once.

i also made a script that does a "dump texture, wait, go to next texture, wait, repeat" with umod so i could get them in the same order umod gives them. this often helps with ordering since many of them are in more less correct order in umod, and only after dumping they get all random.

with that script if i order them by date of creation (2 second pause between the dumps is enough then) and then use a mass renaming tool, i get them all in a better order so it's easier to do stuff with them. i just have to wait around 15-20 minutes per sprite set to have the script dump everything for me and give the files correct time stamps.
I was pretty much doing that in a less automatic way, was going through them one by one gathering animations. Then using a batch processor for paint.net to export. But occasionally it's just been more confusing than helpful. May concentrate on getting full animations first, then go back and try and do ones which don't match up as well :V

I certainly don't have the coding knowhow to do a script :C

(05-28-2013, 01:49 AM)Random Talking Bush Wrote: [ -> ]So yeah, the way I ripped them earlier is what made them dithered/flawed. Guess that means I just up and replace all of Reimu's sprites with proper ones once I dump all of the ones from the full game.

And I guess I'll be ripping Marisa's sprites next.

Cool, I've been focusing on the Final Boss last night, but in some ways, her incomplete nature (No Specials, no Spellcards, inability to play her outside of story mode) makes working out what some things are a pain. Gonna go onto Mamizou today seen as I can at least sit around in Vs.Com/Vs.Player/Practice and know what I'm actually doing :V
(05-27-2013, 11:44 PM)yarrmateys Wrote: [ -> ]now that you mention it, umod1 only saves to dds and has none of the dithering. umod2 also gives no dithering if saved to dds, and you say texmod does so as well. maybe it's their default png setting that does it.

but either way, i've been using a freeware program called dds converter 2 to convert the whole batch of dds files to png at once.

i also made a script that does a "dump texture, wait, go to next texture, wait, repeat" with umod so i could get them in the same order umod gives them. this often helps with ordering since many of them are in more less correct order in umod, and only after dumping they get all random.

with that script if i order them by date of creation (2 second pause between the dumps is enough then) and then use a mass renaming tool, i get them all in a better order so it's easier to do stuff with them. i just have to wait around 15-20 minutes per sprite set to have the script dump everything for me and give the files correct time stamps.

how did you this script? Surprise:
i used a program called autohotkey. it basically presses buttons p and o repeatedly with 1 second pause between them. umod's set to use those buttons for capture/next sprite.
Guess what I finally figured out how to get.
[Image: Disgaea4-Krichevskoy.gif]

Also, Nippon Ichi's gonna send a Prinny hitman out to kill me. I just know it.

Needless to say, I now know who all the DLC characters are gonna be for Disgaea D2. Spoilers will be in the next update to my mugshots sheet from that game. Also several characters inexplicably have new palettes, so there's gonna be a loooot of sheets being updated.

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