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Ripping 2D-Adventure Game - 150$ Reward
#16
Hi! Extracting the .TGR from the CD-ROM (also german version 2.0) worked fine! I extract all into \HAG_TGR\ and then into subfolders. But I cannot convert into .clut and .wave by any reason. I tried different paths, but nothing worked. When I try to convert a single .SND file (without * in pathname) the convertion is successfull, but the .wave file is broken and can not be played.


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#17
Just updated pc_tinytoon_img2clut.php on my github, it should works with 2.0 .IMG files now.

When you said the converted .WAV file is broken and can not be played, did you tried open/import it with an audio editor, like Audacity (https://www.audacityteam.org/download/)? In fact, you can also try other WAVE editor. It should detect the WAV as 22050 Hz, mono, 8-bit PCM and play correctly.

Good luck!
- Rufas
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#18
Hi! The single WAVEs I can convert are not working with Audacity or some other editors or players. The WAVEs from 1.0 did. But it's crazy one converted WAVe from 2.0 is working - I can't understand why.

The .img I still can't convert too. I get no error but there just the message "PALETTE/IMAGE..." and nothing happens.

Can you convert the files from 2.0 on your system? Thanks!


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#19
All 2.0 files are converted correctly over here. So let's debug step-by-step to figure out where is the problem. Since you are using "HAG_TGR/0012-d-0", let use that as our base to compare the result.

Here are the converted files from my system:
https://www.mediafire.com/file/juaokarw5...11.7z/file

First, check if you get the same .IMG and .SND files, and they are the same size. If not, the problem is the TGR script. Send me the files you got along with tgrlist.txt .

Then the .SND files. To recap, you can test them individually by running
Code:
php.exe  psxtools/pc_tinytoon_snd2wav.php  SND_file...

You should get a WAV file, normally around 22,094 bytes. If it is different than mine, send me the WAV files.

Also the WAV files plays correctly on my end.


Same with .IMG files, you can also test them individually by running
Code:
php.exe  psxtools/pc_tinytoon_img2clut.php  PAL_file  IMG_file...

The PAL file is the 1024 byte one. The 32 KB one doesn't exist on 1.0 and TinyToon.

The game can change palette in middle of animation. So you'll need to follow the file order, like so
Code:
php.exe  psxtools/pc_tinytoon_img2clut.php  0.pal  1.img  2.img  3.img  4.pal  5.img  6.img  7.img...

You should get a CLUT file, a raw image. If it is different than mine, send me the CLUT files.


And finally the CLUT is convert to PNG with
Code:
php.exe  psxtools/img_clut2png.php  CLUT_file...


Hope that helps.
- Rufas
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#20
Hi! The files of th folder " HAG_TGR/0012-d-0 " are the same on my system as on yours.

I was able to convert to WAVE from the Folder "HAG_TGR/0012-d-0 " and I can play them with mediaplayer. But for example from the folder "HAG_TGR\0001-50-0" there are WAVEs that seem broken (I attached a broken one in the link). https://www.mediafire.com/file/zk1qh4gdp...d.rar/file And I'm still not able to use * in the path to convert all files at once.

The .PAL and .IMG stuff doesn't work on my system (I attached the message I get from command line) There is no file converted to .CLUT.

Could you convert all the files on your system and upload them here again? Then I could start do the remastered version before fixing the problems on my system Smile Thank you very much!


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#21
(06-12-2023, 10:15 AM)Hansel Wrote: The .PAL and .IMG stuff doesn't work on my system (I attached the message I get from command line) There is no file converted to .CLUT.

Your command is wrong. The files should be in full path, as in "WORKINGFOLDER/.../0.pal", "WORKINGFOLDER/.../1.img", etc. It can be absolute path or relative path, as long as it can find the files.

(06-12-2023, 10:15 AM)Hansel Wrote: I was able to convert to WAVE from the Folder "HAG_TGR/0012-d-0 " and I can play them with mediaplayer. But for example from the folder "HAG_TGR\0001-50-0" there are WAVEs that seem broken (I attached a broken one in the link). https://www.mediafire.com/file/zk1qh4gdp...d.rar/file

It is SO MUCH CLEARER when you said the files is broken. I always test it with *.SND so I didn't realized it, but testing it individually reproduce the same error. I updated my github with the fix.

(06-12-2023, 10:15 AM)Hansel Wrote: And I'm still not able to use * in the path to convert all files at once.

Could you convert all the files on your system and upload them here again? Then I could start do the remastered version before fixing the problems on my system Smile Thank you very much!

Agree. Windows cmd.exe can be a problem, so here you go:
https://www.mediafire.com/file/js4mpum9d...58.7z/file

If you find any problem, let me know.

Good luck with your remastered project!
- Rufas
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#22
Thank you very much for the files! I will try to extract later again with the new information you gave me. I try to extract the files from the spanish and italian version (1.0) as well someday (because of localized menues).

Btw: Do you have an idea what these empty 130 Bytes 5x5 pixel .PNG files are? I attached an example. They sometimes are after or before an animation - sometimes in between.

And I have another question. Do you have any idea how the "hitboxes" for the adventure are stored? For example if I click on a table a ghost appears. Where and how is the area of the table I can trigger the appearance of the ghost stored (the pixels belonging to the table-hitbox)?

Thanks a lot!


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#23
(06-14-2023, 10:23 AM)Hansel Wrote: Thank you very much for the files! I will try to extract later again with the new information you gave me. I try to extract the files from the spanish and italian version (1.0) as well someday (because of localized menues).

Yeah, that's why I normally release the source code. You can try to do something like this. I'm not going to upload the files for every versions.

In fact, it is reverse engineer from TinyToon code. You can try it with other .TGR too. You can use a hex editor to see how a correct .TGR should look like.

(06-14-2023, 10:23 AM)Hansel Wrote: Btw: Do you have an idea what these empty .png files ares? I attached an example. They sometimes are after or before an animation - sometimes in between.

No idea. And the .IMG is also smaller than normal, so it is not decoding error.

I know the developer will sometime pack in unused files to rush for a deadline. That's why TCRF (The Cutting Room Floor) exists.

Maybe you can ask the developer what are they for.

(06-14-2023, 10:23 AM)Hansel Wrote: And I have another question. Do you have any how the "hitboxes" for the adventure are stored? For example if I click on a table a ghost appears. Where and how is the area of the table I can trigger the appearance of the ghost stored (the pixels belonging to the table hitbox)?

I don't know. But I know there are other file types in 2.0
- .0 = Nothing, it is a directory
- .1 = Palette, it is renamed as .PAL
- .2 = Image, it is renamed as .IMG
- .3 = Sound, it is renamed as .SND
- .4 = Path
- .5 = HotSpot
- .6 = CollisionSpot
- .7 = Data
- .8 = Text
(NOTE : these debug text are in GAME/HAG.EXE, at 0x83570)

So far, I only researched .0 to .3, other file types are still unknown.

Again, maybe you can ask the developer instead?

Good luck!
- Rufas
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#24
Ah ok, I will try to contact the developer again. I was able to convert .img to .png finally Smile Which console app do you use if you dont use .cmd?
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#25
(06-19-2023, 09:54 AM)Hansel Wrote: Ah ok, I will try to contact the developer again. I was able to convert .img to .png finally Smile Which console app do you use if you dont use .cmd?

Great! It also mean the scripts will work on Windows/Linux/Mac. I'm using Ubuntu Linux 20 LTS Fossa actually, so I'm don't have windows .cmd.

Good luck!
- Rufas
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#26
Hey, Im still looking to contact the developer I had contact with but maybe you have an idea for this. Can you explain why the 2.0 sprites have a slight border of the background in front of which they are placed. The 1.0 don't have this. Could this be a converting issue (maybe with transperency level)? Or why there is part of the background part of the sprite in generell? Im asking this because I try to upscale the sprites with AI and the background causes problems often. Thank you!


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#27
I don't know. Maybe they want anti-alias on the sprites, but find mul and div takes too many CPU cycle, so they pre-calculated them instead?

Looking at the PC spec at 1995. Man, I feel old.
http://www.dosdays.co.uk/topics/1995.php

It is an old DOS game after all.
- Rufas
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