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Dragon Quest IV NDS Monster Rips Updated 9/14; Through 30
I was just fiddeling around with this and found a way to rip all of the monsters directly from this game. Does anyone want me to continue? If not I won't bother.Tongue
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Oh my God. The amount of pillow shading on the first one makes me sick. Keep ripping though.
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I will probably do 10 a day for the next week or so and that should finish the entire game. So keep checking back here!
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Can you arrange the sheets a bit?
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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These are great.
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Quote:You had wasted MY LIFE... waiting for just a goddamn bunnelby model.
-The prestigious Farlavor
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(09-10-2008, 11:16 AM)Dazz Wrote: Can you arrange the sheets a bit?

It would take way too much time, i am sorryShy

These are direct rips from the Rom, I did not take screenshots or anything. This is the way they are set up naturally.
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Maybe anyone who wants a share in the credits can arrange the sheets, add credits, put the poses in order, etc.

Just an idea.
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All your sheets have an offset they shouldn't have.
Eg: monster #1 should look like this:
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You can use this plugin for Tahaxan (save as DRAGONQUEST4.xml), but since Tahaxan doesn't support 8bit multipalettes, not all monsters can be ripped correctly with it.
<?xml version="1.0" encoding="UTF-8" ?>
        <title>Dragon Quest IV</title>
        <format pattern="\.tex\.lz$">
            <file_type>TEXture File</file_type>
            <type tiled="false">Picture</type>
                        -- currently only TextureObject is supported
                        if(buffer:sub(0x00,0x0D) == "TextureObject") then

                            palOffset = string.byte(buffer:sub(0x3D)) + 16^2 * string.byte(buffer:sub(0x3E)) + 16^4 * string.byte(buffer:sub(0x3F)) + 16^6 * string.byte(buffer:sub(0x40));

                            --palSize = string.byte(buffer:sub(0x39)) + 16^2 * string.byte(buffer:sub(0x3A)) + 16^4 * string.byte(buffer:sub(0x3B)) + 16^6 * string.byte(buffer:sub(0x3C));
                            palSize = buffer:len() - palOffset;
                            palType = string.byte(buffer:sub(0x21));
                            if(palType == 4 or palType == 1) then
                                palType = PALETTE_8Bits;
                            elseif(palType == 3) then
                                palType = PALETTE_4Bits;
                                invalid = "Unsupported Palette Type: " .. palType/256;
                                palType = 0;
                            picOffset = string.byte(buffer:sub(0x35)) + 16^2 * string.byte(buffer:sub(0x36)) + 16^4 * string.byte(buffer:sub(0x37)) + 16^6 * string.byte(buffer:sub(0x38));
                            picSize = string.byte(buffer:sub(0x31)) + 16^2 * string.byte(buffer:sub(0x32)) + 16^4 * string.byte(buffer:sub(0x33)) + 16^6 * string.byte(buffer:sub(0x34));
                            --picSize = 0;
                            if (picSize == 256*192) then
                                imgWidth = 256;
                                imgHeight = 192;
                            elseif (picSize == 64*96) then
                                imgWidth = 64;
                                imgHeight = picSize / 64;
                            elseif (picSize == 256*128) then
                                imgWidth = 256;
                                imgHeight = 128;                            
                            elseif (picSize > 256*256) then
                                imgWidth = 512;
                                if((picSize / 512) % 1 ~= 0) then
                                    imgWidth = 0;
                                    imgHeight = 0;
                                    imgHeight = picSize / 512;

                            invalid = "Unsupported Texture type '"..buffer:sub(0x01,0x0F).."'.";
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This one seems like it would be pretty rough to rip due to the relative complexity of the animations. I recently played through this and the monsters have a pretty smooth animation so I can only imagine it would be a bit hard to accurately rip and then reanimate these in say flash or even as a gif.

Anyone have any ideas on a good way to reanimate these accurately again?
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Why did you necro bump this?

Anyway, I'm in a good mood, so I'll answer your question.
The method I use is generally use animget to capture animations to screenshots, then assemble the tiles to how each frame looks or erase the backgrounds - whichever method is less time consuming for you.
God is good.  Big Grin

An old fart who sits on a chair, giving animation and pixeling advice,... and calls everyone son...
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