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Ducktales Remastered
#76
(04-18-2014, 05:10 AM)Deathbringer Wrote: Have you tried drag-and-drop?

that's what i mean when i click and drag that happens
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#77
Exclamation 
(04-18-2014, 05:10 AM)Deathbringer Wrote: Have you tried drag-and-drop?

So you have any suggestion?
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#78
The only other suggestion I can think of is to run it through the Command Prompt. At least with that, you can see why it closes early (since the window won't close right after).
Doofenshmirtz: This is a little bit awkward but have you seen my escape jet keys? (Perry nods) What, you have? Well that's great! So where are they? (Perry looks away) You won't tell me? Is this because you don't speak or are you just being a jerk?
~Phineas and Ferb, "One Good Scare Ought to Do It!" (2008)
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#79
Voices for the Sounds resource would be appreciated.
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#80
I'd recommend running it from the commandline. That's what I did while developing. Looking at the code, it probably doesn't spit out any error messages ever, but I've had strange executable path issues before when dragging and dropping, so I would be hesitant to assert that that's not the problem.

Of course, it could also be the program, or the .anb files you're using. Either of those is quite possible, as well.

(01-24-2014, 05:43 PM)Random Talking Bush Wrote: (EDIT: Hrm. Still doesn't work with the Terra Firmian King, his sprites are stored in an unusual manner -- DXT1 color, DXT5 multiply with the alpha channel as the sprite's transparency. Guess I'll have to rip that the old-fashioned way.)

Odd. Do you need some more commandline flags for this case? If so, let me know. It's been a while, but that shouldn't be terribly hard to add.

Has anybody tried this on any other WayForward games? The dev I was talking to made it sound like this was a DuckTales: Remastered specific format, but it also sounded like a lot of their other games have some similar formats (the ANB format, for example). Just curious.
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#81
I believe this format is similar to other games too - It worked for Adventure Time: Explore The Dungeon.
Tsunami Bomb - The Simple Truth
We could run away
Leave behind anything paper
Not knowing where we're going to stay
When there's no Mondays

You're part of me, it's so easy to see the simple truth
When I'm in your arms, I feel safe from harm and sorrow too
You're part of me, it's so easy to see the simple truth
But most of all, nothing couldn't be solved when I'm with you
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#82
I'm not sure if this thread is the right place to ask about this, but...

I'm trying to extract the sprites from another WayForward game. It's called BloodRayne: Betrayal. I've chosen a .pak file, extracted a bunch of .anb files out of it, and I've got wfLZEx.exe.

I put the file I want to extract (rayne.anb) and wfLXEx.exe into the same directory. Then I opened up a command prompt and navigated to the directory that has both wfLXEx.exe and rayne.anb. Then I tried to run this command:

Code:
wfLZEx.exe rayne.anb

A folder named "output" was created, but there were no files inside of it. What did I do wrong?

Do the people ripping DuckTales sprites also have interest in ripping sprites from other WayForward games, such as BloodRayne: Betrayal? If not, could someone please educate me on how to use the wfLZEx.exe tool?
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#83
Hi, EvaXephon!
I'm actually in the process of figuring out the BloodRayne:Betrayal file format right now. The issue is that the .anb files for that game use a completely different form of compression entirely, which looks to me to be proprietary and not well-documented. I'll let you know if anything comes of it!
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#84
(06-23-2014, 05:57 AM)Daxar Wrote: I'm actually in the process of figuring out the BloodRayne:Betrayal file format right now.

Oh, that's great news! I really hope you figure it out! I'll check back every day, to see if you've made progress.
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#85
[Image: img_1.png][Image: img_5.png]
Progress on the BloodRayne: Betrayal stuff! Still got some things in this format to figure out, but it's not stored in quite as nutty of a format as the DuckTales assets. Mods: Let me know if I should create a new thread for this; otherwise I'll just keep posting here cause lazy.
#86
(06-30-2014, 08:37 PM)Daxar Wrote: [Image: img_1.png][Image: img_5.png]
Progress on the BloodRayne: Betrayal stuff! Still got some things in this format to figure out, but it's not stored in quite as nutty of a format as the DuckTales assets. Mods: Let me know if I should create a new thread for this; otherwise I'll just keep posting here cause lazy.

Oh my god! You're my hero! Please keep up the good work! Whether here, or in another thread, I will be very happy to continue following your progress!
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#87
Done! Obligatory Rayne fistpump:
[Image: rayne_1025.png]

I've decided to go ahead and keep this a separate program from the original. For one, because I'm lazy, for another because there's quite a few nontrivial things different in the whole .anb file format.

EDIT: See below for newer version(s)
Download HERE

Once again, a commandline program, though it should work fine with drag-and-drop as well (Works fine for me, anyway).

Useful commandline arguments:
-add
Changes the calculations slightly when piecing images together. Use if there's weird gaps or blips in the final images
-nopiece
Don't attempt to reconstruct pieces of images. Probably only useful if it's crashing or something; reconstruction saves you a lotta work.
-offset=X
Where X is an integer. I had to use this because the one rayne.anb I was given by woodhu_man was a tad bit malformed (It was missing 24 bytes, I think). Though it could have just been me, so try -offset=24 if pieces aren't being reconstructed properly for you.

That's about it. Again, if anybody has issues with a particular .anb for the game not working, or that causes this program to crash, let me know. There's a couple of frames in rayne.anb that I know of that are botched, which I may take a look at sometime. This program should also work with some of the older WayForward titles that WflEx doesn't work with, as the .anb files that BloodRayne: Betrayal uses are in an older format.

Oh, and for the record I'm not a total genius. A special thanks to the WayForward guy who puggsoy got me in contact with. He's totally a chill dude. He even gave me all the LZC decompression routines that made this program possible. Hats off to you, good sir.
#88
Fine work, gentlemen. Big Grin

(EDIT: Ah, I see you need to have both libgcc_s_dw2-1.dll and libstdc++-6.dll to get the program running this time around. Thankfully those can gotten easily from the one installer on MingW.org.)
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#89
Ack, my bad. I keep forgetting to link those in statically. I just uploaded a new version to the same link. It should work now without having to download them.

EDIT: And I just realized that someone gave me a bunch of anb files and I was only testing the one. Oops. Seems that images 169-175 of raven.anb are broken, as are images 586-588 of rayne.anb, and the program crashes on bullet_effects.anb, rayne_crowparts.anb, rayne_player_hud.anb, rayne_raven_caw.anb, and raven_crowparts.anb. I'll debug/fix these at a later date. also, running this with -add and -offset=24 is likely needed everywhere, so I'll make these default next version.
#90
(07-01-2014, 08:32 PM)Daxar Wrote: Ack, my bad. I keep forgetting to link those in statically. I just uploaded a new version to the same link. It should work now without having to download them.

EDIT: And I just realized that someone gave me a bunch of anb files and I was only testing the one. Oops. Seems that images 169-175 of raven.anb are broken, as are images 586-588 of rayne.anb, and the program crashes on bullet_effects.anb, rayne_crowparts.anb, rayne_player_hud.anb, rayne_raven_caw.anb, and raven_crowparts.anb. I'll debug/fix these at a later date. also, running this with -add and -offset=24 is likely needed everywhere, so I'll make these default next version.

Thank you Daxar for your big help as well as your WF friend's help! Without you guys the new Rayne sprites are not able to see the light! Wait for your next debug/fix for your cool new tool version!

By the way, the rayne.anb I sent to you, on my PC, it shows its size as 14.7MB (15070KB). Since I used DuckTalesTools.exe on the rayne.pak (straight from the PC version of BloodRayne Betrayal), this was how I got.
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