Users browsing this thread: 1 Guest(s)
Ripping Questions
That it is. Considering it's from the Ghostbusters game and unused content, shouldn't be too surprising. Aha...well that solves the first one. Thanks. I'll get to work goign through them and getting what I can. Hope something pops up for the Wii version cause it's a lot better.
Thanked by:
Well that's pretty awesome.
[Image: b1.php?u=39480955]
Quote:You had wasted MY LIFE... waiting for just a goddamn bunnelby model.
-The prestigious Farlavor
Thanked by:
Does anyone know if a method for ripping Shin Megami Tensei Strange Journey's animations been developed yet? From the files (which when decompressed and unpacked result in files ending with DAT, GFAN, GTSF, and GFNT) in the ROM itself?
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)
Thanked by:
This and this may be of help (you'll probably want to use Google Translate on the latter). If you upload some I can poke around a bit, but not sure how much I can help.
You may have a fresh start any moment you choose, for this thing that we call "failure" is not the falling down, but the staying down. -Mary Pickford
Thanked by:
https://www.dropbox.com/s/o1auiqarlwb146...ourney.zip

4 = Stuff that NinUnpack was able to to do

5 = Stuff I had to manually split up since NinUnpack couldn't do it (those files were version 5, I guess.)
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)
Thanked by:
You can view the sprite pieces easily with TiledGGD, they're stored in the GFNT files. Do you want a way to put them together to create the actual sprites? There's no existing documentation on how to do that, but apparently that information is within the GTSF files. I can give it a shot and try figure it out.
You may have a fresh start any moment you choose, for this thing that we call "failure" is not the falling down, but the staying down. -Mary Pickford
Thanked by:
To make the actual poses, yes.
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)
Thanked by: puggsoy
So i was wondering if there is a preferred coloring palette for genesis games? I just recently ripped a bunch of sprites using Gens, but the game I am currently working on only seems to run in RetroArch/Mess. RetroArch's screenshots seem to be a little off in color from the Gens ones. I also used Regen a bit, as I had to debug the game I used Gens on, and the screenshots I tested with it were slightly different as well.
Thanked by:
Anyone look into Shovel Knight yet?

Example Files
Thanked by:
Turns out Shovel Knight's .pak files unpack into...ANB files. We went over these before but these are apparently different. Can anyone have a look please?

Sample File
Thanked by:
(07-02-2014, 12:42 AM)Carpaccio Wrote: Turns out Shovel Knight's .pak files unpack into...ANB files. We went over these before but these are apparently different. Can anyone have a look please?

Sample File
They don't appear to be the same format as DuckTales Remastered or BloodRayne, from what I've seen. It seems to be a different format entirely that just happens to share the same extension name.
Thanked by:
I'll assume you've seen Daxar's new extraction program in the Ducktales thread, since it's your thread. Although the fact that Shovel Knight isn't made by WayForward doesn't make it likely to be the same format anyway.
Unfortunately this looks compressed and I'm hopeless with figuring out compression, sorry!

Out of curiosity though, how did you manage to extract those .pak files?
You may have a fresh start any moment you choose, for this thing that we call "failure" is not the falling down, but the staying down. -Mary Pickford
Thanked by:
Someone over at Xentax put together a BMS script for it.

Said Script
Thanked by: puggsoy
That .anb from Shovel Knight has what looks to be compression headers in it labeled with "YCLZ", which I would guess would stand for "Yacht Club Lempel-Ziv". Possibly some kind of standard LZ compression, more than likely a proprietary compression format of their own. Outlook for decompressing that not so good imo. But they look like small enough of an indie dev, so I shot them a line just to see. I should probably research compression formats a lot more so I actually know what I'm doing, and maybe figure stuff like this out by myself...
Thanked by: puggsoy, Carpaccio
Yeah, I've tried looking into the format myself. But with my extremely low level of knowledge of such things, it didn't turn up much obviously. I hope we can figure it out. I'd love to get a good look at the graphics of this game, as any other attempts at ripping thus far has failed.
Thanked by:


Forum Jump: