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Looking for a GBA Rom Ripper/SNES developer [PAID]
#1
Hello

Im looking for a "professional" GBA ripper.

I purchased the license for a GBA game and I plan to port it to SNES. But there is no source code available. I am looking for a sprite ripper. this is a paid gig!

The game was cancelled back in the day, and I tracked down the owners, and paid for a license. Although the game is 100% complete, it currently has some bugs that need fix (nothing major). On the side, I want to port it to SNES because it is my favorite console.

If you have the knowledge to develop a full SNES game or can rip GBA sprites I would be interested to talk to you as well.

In addition, any sprite artists that would like to work on projects for these dino consoles, are welcome to send portfolio. We have a couple of sprite artists, but I like to see other styles.

Im launching a big project which will involve publishing new games, both with physical (cartridge) and digital release.

Let me know.


Thanks!
#2
Unfortunately I'm no ripper, but would you mind keeping us posted on your progress? I'd love to see what comes of this.
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#3
Moved to Paid Requests.
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#4
Quote:Im looking for a "professional" GBA ripper.

I can rip GBA sprites, but the difficulty of this depends on the game. So I don't know if I can do it or if I have the motivation to rip everything, but I would look into it if I could get the rom.

You can take a look at my current sprite sheets here:
http://www.spriters-resource.com/submitt...rFlorian12
Scroll down a bit to get to the GBA section.
Most sprites came from The Urbz: Sims in the city by EA.
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#5
By "professional" ripper, you mean someone who can extract the sprites from the data in their rawest form, right? That's some tough stuff but there are a couple people here who might have the knowledge to do it... I dont know if they'd be interested though.
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#6
(10-23-2013, 06:25 PM)Mighty Jetters Wrote: By "professional" ripper, you mean someone who can extract the sprites from the data in their rawest form, right? That's some tough stuff but there are a couple people here who might have the knowledge to do it... I dont know if they'd be interested though.

I'd give it a shot if I didn't have my hands so full right now. If the request isn't fulfilled by early December, I should hopefully have more time then, and I can see what I can do.
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
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#7
(10-23-2013, 06:25 PM)Mighty Jetters Wrote: By "professional" ripper, you mean someone who can extract the sprites from the data in their rawest form, right? That's some tough stuff but there are a couple people here who might have the knowledge to do it... I dont know if they'd be interested though.
If that's the case then I'd most likely be able to do it. I have a couple of other things I need to get done beforehand though.
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#8
Well... not to be a downer or anything; I know you can do DS games, but he's looking for GBA ripping which is much more complicated and pretty much has to have tools made just for that game. SNES is the same way unless a tile program worked with it... you could also try that with GBA games but I tend to not have much success with it.
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#9
I don't know anything about GBA ripping, but I have copies of the official SNES SDK and manuals and documentation for programming with SNESASM.
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#10
would you like us to actually find the sheets as they were put into the game or simply an assorted user-made sheet of all the sprites much like what we have on TSR

if its the former, you'd need to use GBAGraphicsEditor and explore the data to try and find the sprites, and manually find the offset of the palette corresponding to each specific sprite with an emulator (looking into the ram while said sprite is onscreen)
its long, tiresome and boring though, but feasible

if its the latter, you'd simply need the use VisualBoyAdvance's OAM viewer feature which displays all used sprites and tiles onscreen, no matter the layer so it makes the ripping easy
problem here is that you could eventually "miss" certain sprites or frames if you didn't see them while playing

i've done plenty of both so i guess i could help you
thing is, i'm in a pretty tight year so i can't promise steady progress, and i'm a minor so i dunno how you'd even be able to pay me or if i'm allowed to follow a paid contract
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#11
(10-24-2013, 01:28 PM)Ѫƪɠƕ†¥ ԎƩ††Ʃᴚϟ Wrote: Well... not to be a downer or anything; I know you can do DS games, but he's looking for GBA ripping which is much more complicated and pretty much has to have tools made just for that game. SNES is the same way unless a tile program worked with it... you could also try that with GBA games but I tend to not have much success with it.
Uh so, for the record, I knew what he was talking about and I wouldn't offer to do it if I didn't think I could complete the task. Tongue

Unfortunately, just popping in to say that I won't be able to do this actually PikoInteractiv, sorry. :<
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#12
...I didn't know, I was simply trying to make sure you were aware of what his intentions most likely were. I wasn't trying to undermine you. Blank

Regardless, the OP hasn't checked this thread yet so we should probably wait now.
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#13
Holy cow, forgot to subscribe to my own thread!

Thanks for all the posts!


I got somebody to help me do it but we suck. We are working with the OAM, but since we have little to no experience it has been taking a LOOOOOONG time to get a couple of sprites here and there.

The game is fairly long with over 10 levels and many maps, and we need everything. I'm willing to compensate for the time of the project taker.

The game uses a weird compression, here is how the original developer describes it:

"A file system and advanced compression method was used to reduce the size, all sprites was reduced and a special routine was added to the tools to create some special table taht skip equal or flipped animation frames. The size of the cartridge was reduced to 64mbits."

So I think the best way, unless you are super good at rom hacking, is doing it manually through Visualboy advance tools.

Good thing about this project is that there is no rush to get them all, but we sure need all of the spritesl.

(10-25-2013, 12:13 AM)Vipershark Wrote: I don't know anything about GBA ripping, but I have copies of the official SNES SDK and manuals and documentation for programming with SNESASM.

can you program?

SNESASM is much more difficult but effective than the SNES library in C found here:

http://portabledev.com
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#14
I have a lot of familiarity with GBA's assembly language and decent knowledge of its specs, so I might get some decent headway into the ROM depending on how "in-house" the programming is. I've also reverse engineered GBA/NDS compressions algorithms in python so I can also produce a low spec (read: command line) decompressor.

I can also locate other data like level data although that will likely take more effort and require understanding of the original programming (which is doable, just a pain in the ass. Tongue) Without knowing anything about the game, though, I can't guarantee how much I'll be able to follow through, but at the very least I can probably get some meaningful stuff out.
#15
Pm'd you
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