Apparently I write Python scripts now, too. In the process of writing a script to help extract sprites from the recently-released
Shantae Advance, I unwittingly ended up making something that worked with pretty much the entirety of WayForward's GBA, DS and Didj catalogue of games.
WayForward (GBA/DS/Didj) - .ANM/.AN4/.AN8 to PNG
WayForward (GBA/DS/Didj) - .TS4/.TS8 to PNG
WayForward (GBA/DS/Didj) - .LYR to PNG
Here's a list of the games I've tested which it supports (it's a lot!):
Code:
Game Boy Advance:
American Dragon: Jake Long - Rise of the Huntsclan
Barbie and the Magic of Pegasus
Barbie in the 12 Dancing Princesses
Barbie: The Princess and the Pauper
Godzilla: Domination
Justice League Heroes: The Flash
Looney Tunes: Double Pack - Dizzy Driving / Acme Antics
Rescue Heroes: Billy Blazes
The Scorpion King: Sword of Osiris
Sigma Star Saga
Shantae Advance: Risky Revolution
SpongeBob SquarePants: Creature from the Krusty Krab
SpongeBob SquarePants: Lights, Camera, Pants!
The SpongeBob SquarePants Movie
Tak: The Great Juju Challenge
Unfabulous!
X-Men: The Official Game
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DS/DSi:
Aliens: Infestation
American Dragon: Jake Long - Attack of the Dark Dragon
Barbie and the Three Musketeers
Barbie in the 12 Dancing Princesses
Batman: The Brave and the Bold
Contra 4
Despicable Me: Minion Mayhem
Galactic Taz Ball
Looney Tunes: Duck Amuck
Mighty Flip Champs
Mighty Milky Way
Shantae: Risky's Revenge
Shrek: Ogres & Dronkeys
Space Chimps
SpongeBob SquarePants: Creature from the Krusty Krab
Thor: God of Thunder
Where the Wild Things Are
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Leapfrog Didj:
Nicktoons: Android Invasion
SpongeBob SquarePants: Fists of Foam
The scripts themselves require some manual set-up, as long as you're familiar with using a program such as TiledGGD then you should have no problem getting something usable with these scripts -- please read the first parts of the scripts for information about that. I've also supplied a set of tile rip examples to use with said scripts to give you a general idea of how to go about setting those up. (EDIT: As of a recent rewrite, this is no longer necessary!)
And for the GBA games, I've made a series of QuickBMS scripts to "dissect" the ROMs into their individual components (.ANM for sprites, .TS4/.TS8 for tilesets, .LYR for screens / maps, .SCN for scenes and palettes, and so on).
American Dragon: Jake Long - Rise of the Huntsclan
Barbie and the Magic of Pegasus
Barbie in the 12 Dancing Princesses (GBA)
Barbie: The Princess and the Pauper
Godzilla: Domination! (US/JPN)
Justice League Heroes: The Flash
Looney Tunes: Double Pack - Dizzy Driving / Acme Antics
Rescue Heroes: Billy Blazes
The Scorpion King: Sword of Osiris
Shantae Advance: Risky Revolution!
Shantae Advance: Risky Revolution! (Demo)
Sigma Star Saga
SpongeBob SquarePants: Creature from the Krusty Krab (GBA)
SpongeBob SquarePants: Lights, Camera, Pants!
The SpongeBob SquarePants Movie
Tak: The Great Juju Challenge
Unfabulous!
X-Men: The Official Game (GBA)
And now for a few replies I should've gotten to ages ago.
(11-21-2023, 04:18 AM)Kurabupengin Wrote: Does the Megadimension Neptunia VII / Dark Rose Valkyrie - TID to DDS script work with Mary Skelter: Nightmares for PSVita? When I use it, the converted .dds file doesn't seem to open in something like GIMP. I'm not sure if the script is working properly for this game or not.
No, it doesn't, it's a different format entirely.
(05-12-2024, 03:43 AM)BillyBnMOfficial Wrote: I tried the Crash N-Sane Trilogy IGZ importer and there's this error
And so I looked at the text
The first time I used this script I just deleted some of this and it just imported the model.
Is there any way you or I could fix this?
My fault for using a dinosaur of a 3DS Max version for writing my scripts (2010!), and for Autodesk for obsoleting the "Standard" material format that the script was trying to set up there. I really need to add failsafes to the rest of my scripts...
(05-24-2025, 06:46 AM)Rmartin691 Wrote: ok im really really new too all this but how do you add the scripts and loads the ism2 files into 3ds Max? specifically the neptunia ones
With 3DS Max running, go to the "MAXScript" option in the menu bar, then click "Run Script...". In the window afterwards, for your example there, you'll want to select the "CompileHeart_ISM2" script file. After doing so, another window will pop up labelled "Compile Heart ISM2 model importer". Click the "Import ISM2" button, and then select the model you want to import, give it some time afterward and the model should appear in the viewport. Other scripts will work similarly, some with settings windows, others without.