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The All-Around Sprite Preview Thread

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Since I'm in the midst of ripping sprites from various consoles, and may get into the habit of looking for other games to rip once I'm finished with some of the available Magical Drop sprites, I figured it was best if I just make an all-around thread both to get feed back and corrections on what I've ripped so far before uploading them to the site.

First up, the Arcade version of the first Magical Drop

[Image: 23th75k.png]

Both Magical Drop, Chain Reaction and +1 are the same aside from some minor differences. Magical Drop lacks a start up, dropping players into the next battle after choosing their character and clearing a match and the game mode is nothing more than a page in a book, written in Japanese. Chain Reaction replaces the drops with individual pieces for each character (as shown in their sprite sheets), the game modes are in English presented in the title's background, each battle begins with a start-up animation, and every character's voice is replaced with the familiar young male actor that is in every American version of the old Magical Drop series. +1 appears to be a combination of both, adding themes from Chain Reaction, but still keeping the drops and character's individual voices.

[Image: 2h6x9hi.png] [Image: 211tlrp.png] [Image: 2ir3mf9.png] [Image: 2z59fes.png]] [Image: 1j6tkx.png] [Image: 21kvv9z.png] [Image: 2yoblfs.png]

I haven't known any possible way to play as World. I'm sure there's a cheat to access her, but I haven't found any sites that explained more than the mechanic and characters in the game, and I have little to no knowledge in hacking ROMs just to get the sprites I need.

Next up. the SNES port

[Image: 28qx1tu.png]

Unlike the arcade version, the SNES version is far less animated, only having idle, panic and winning poses. Instead, the characters, themselves, take the Pierrot's place in catching and moving drops around the play field. Also, much like the arcade rips, I haven't found a cheat that allows me to play as World (And I'm aware that there's a thread that points this out, but I still haven't found those cheats, nor am I going to attempt hacking the game to make her playable).

[Image: 250kzf4.png] [Image: 2cz80gi.png] [Image: 2rzc1w9.png] [Image: 2ed1rf5.png] [Image: 2z5k86s.png] [Image: 9zrthk.png]

World is still a work in progress due to what I've already stated earlier, so I figure I leave her sprite sheet out until I find a cheat that would let me play as her, or find a more reliable graphics viewer that doesn't require a savestate, or won't reject the ROM upon loading (Before anyone asks, I did use vSNES, but so far I've only figured out how to get rid of certain sprites that zSNES couldn't disable during play).

Hey hey hey fuck everyone all my classes got canceled today

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University didn't even shut down. All my professors conveniently decided to cancel their classes today. Discuss your favorite class cancellations that you had today or this week.

Pokebank is out!

Zelda 2 Remake: Shadow of Ruins

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Greetings VG Resourcers people. I am not a veteran forum poster so I am trying to make this post as legitimate as possible. I spend most of my time programming, not forum-ing. That being said: This game started development over 2 years ago. The idea behind it was to take Zelda II: The Adventure of Link and give it a remake that would:
  • Give the game a PS1 - SOTN look and feel
  • Really play up the story (and have it make more sense)
  • Have more and longer levels
  • Have more usable items
  • Make the game more fun and intuitive

I am looking for a few talented people to collaborate with me on this project.

I worked with a talented spriter (Jorges D. Fuentes) who helped me develop many of the levels and sprites as well as establish the story and style of the entire game. The game is built in GML (GameMaker) and the engine is mostly finished. What remains is
some level building and enemy & npc buiding/programming. Here is a video and some screens:



[Image: Capture1.jpg]

[Image: Capture2.jpg]

[Image: Capture3.jpg]

[Image: Capture4.jpg]

Thank you all.

Wii U Games. ( So Far )

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The Wii U has been out for a little bit over a year now ( it's been a year?! ) and, IMO, has had some VERY good games come out for it. From amazing games from Nintendo and even some 3rd party games ( those exist on Wii U? ) the Wii U's line up is great! With new games coming up, like the new Smash Bros and more, why not have some opinions?! And this is just some of my favorite. This is also a thread because I want to see everyone's opinion. And if you don't have a Wii U and plan on getting it, say some games your looking out for!

Top 5 BTW

5: Super Mario 3D World

This game has been praised to death. As least as far as I have seen. Like other people, I have to say it is fantastic. The visuals, gameplay, music, even the difficulty is great. Playing Mario has never been so much fun with four people! I have to say about everything everyone else says, so that's about it. It's a must have game for the Wii U!

[Image: Super_Mario_3D_World_box_art.jpg]

4: Pikmin 3

I don't know if this is proper placement, but since I haven't finished the game yet and I find the controls a tiny bit weird, I guess this makes sense. So anyway, after nearly a decade, the sequel to Pikmin 2 has finally been released! And it's great! You control three captains, Alph, Brittany and Charlie from Koppai, who have crash landed on the planet PNF-404 on an mission to get food for there planet. The gameplay is the Pikmin normal, except for the lock-on. It's tons of fun and the missions and multiplayer is fun. This game is great, but it's not for everyone. Honestly, I'm really not sure if this should be here or 3rd place. I played the next one more, so that's kind of why. Pikmin 3 is great and it should be played by anyone who like strategy games, the previous titles in the series, or just looking for something new.

[Image: Pikmin-3.jpg]

3: Lego City Undercover

This game is Lego at it's best! This Wii U exclusive is a huge, hilarious and exciting game that sure takes some time out of your day! So lets start with the characters. Chase McCain is the hero of Lego City, after arresting Rex Fury, the biggest criminal Lego City ever seen, he was sent away to train and now returns to once again bring peace. With lots of great characters to help him along the way. The gameplay is like a Lego game with the different types of characters and levels to keep you hooked. The overworld is amazing too, with lots of things to collect and fun to be had. The humor is one of the best parts, with funny characters all over. This is probably one of the games I put the most hours into because of all the things to collect. This is a great game that will keep you playing for a while. And now another close pick.

[Image: lego_city_undercover.jpg]

2: The Wonderful 101

Ohhhhhhhhhhhhhhhhhhhhhh boy, this game. It's action packed, full of character and an all around great time. You are the Wonderful 100, secret masked men and women superheros. Your trying to stop the evil alien invasion, with the crazy powers and weapons you posses. You have the leader, Wonder Red, the magnificent Wonder Blue, the french sharpshooter Wonder Green, the queen of rage Wonder Pink, the Russian military hero Wonder Yellow, the talkative ninja Wonder White and the boy genius Wonder Black. The most fun part is the diverse Unite Morph powers that each Wonder has. Everyone does something awesome and is great for combat, my favorite being Unite Sword. This game is underrated as heck and needs to be played more! Oh, and it's funny. Smile

[Image: 0j7fN6OrqruJ65h-d2EfegpgEuEWk5CH.jpg]

1: Monster Hunter 3 Ultimate

This is one of the best games I have ever played. Tight controls, great visuals, addicting gameplay, vast world, fun bosses and monsters and the list goes on. Your a monster hunter fighting huge monsters and making new armor and weapons with their remains. The story is not great, but the gameplay is where monster hunter shines. It's all about skill as you hunt these monsters. You use your combat expertise, items and traps and your wit to take those monsters down. You can explore the gorgeous world if you please as well. But fighting monsters is the main focus. Even after beating them, you have the enjoyment of making new badass armor for your character. The weapons are great too, with one that can suit anyone's play style. That's all I can say here. You have to experience it yourself to understand. This is my favorite Wii U game.

[Image: monster_hunter_3_ultimate1.jpg]

And that's it! If anyone read that, then thanks! I actually only made this to see everyone else's opinion and to maybe show people games that didn't know about. What are your favorite games for Wii U?

Sonic Boom

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So a Sonic redesign. Yeah.
Knuckles is kinda weird...


Cripper Utility program

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Hi! I'm new!

I needed to rip tiles for a personal project using a "screenshot" method. I wanted to dump tiles into sheets, while discarding horizontal and vertical flips. Didn't know what utilities to use, so I made my own.

Cripper (crappy tile ripper) is a program for ripping tiles to a sheet from properly aligned screenshots. It searches all files in the current working directory and dumps all unique tiles into a sheet.

It is designed for Linux, but I compiled a win32 binary for people with sub-par operating systems.

Attached is two outputs from a set of Zelda 3 images.
  • Discards flipped tiles
  • Can specify width of tiles desired
  • Can specify output file
  • Assumes "magic" magenta is transparent, and adds alpha channel if using PNG for output
  • Uses a hash algorithm to determine uniqueness; it may occasionally discard a unique tile, but this should be rare.

Github Repo
Win32 Binary

[Image: outdef.png]
Default Output Image

Using -tw 32

Paper Mario TTYD File Research: samp

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So... you might or might not have noticed the other day that I posted in this thread for about 5 or 10 minutes before I deleted my post. Basically I felt like I was onto something but because I didn't really have much of anything yet, it seemed very awkward and the mounting anxiety compelled me to delete my post until I collected my thoughts for something with marginally more substance.

I figured I might as well make a thread of my own here in the hopes that I might find something and thus illuminate the otherwise seemingly undocumented .samp files, specifically the one in Paper Mario: The Thousand Year Door. It's also to basically ask for help from people who might be better at reading patterns in hex files than me if/when I get stuck Ninja

My main problem is that I have no experience with reverse-engineering file formats so this is my first time. As a result, expect me to stumble over myself trying to figure out basic things like hex representations of integers and floats along with basic header patterns! Who knows, maybe I'll learn something from this. That'll be great if I do! 'o'


So in the basics as people figured, there are sound effects in the pmario.samp file located in the TTYD ISO's /sound/proj/ folder. I've confirmed this by importing the pmario.samp file as Raw Data in Audacity. The only thing is that when I've imported the data, there is this awful LOUD, SCREECHY NOISE PERMEATING THE WHOLE FILE SO IT'S NOT USABLE FOR ANYTHING BUT DAMAGING YOUR EARS. On the plus side though, I did noticeably hear Bowser/Mario/Peach's voice clips past the mid point in the noise! Based on other docs I've read, the format might be a custom-ish 4-bit ADPCM format used for other things in the 'cube like streamed audio. Makes sense.

The format I used to import in Audacity to hear the sound files in the horrible screeching fashion was 8-bit PCM, Big Endian, Mono @ 11025Hz.

VOX ADPCM, Big Endian, Mono @ 22050Hz also produced similar results. Obviously these are unusable for actual game purposes but they were valuable for me since they told me that the sounds exist seemingly uncompressed/unscrambled in the file, one after another. It gives me hope that while splitting up the sounds and programmatically naming them might be a horrible endeavor, I can at least theoretically find and steal some of the ADPCM decoding code from a project like vgmstream to use in an unpacker/extractor. I'll do this if I'm going nowhere with the thing I'm trying to do.

Note: The Hex Editor I'm using is HxD which allows me to specify column width for the hex data and the ASCII representation. I'm using a width of 32 instead of the Hex Editor standard of 8 which makes things much clearer for me. I explain things in the wall of text below under this assumption.

Anyway... except for the .db(2) files, there are also a bunch of other files all named "pmario" in the same directory with extensions as follows:

.samp - Our prize right here, 10.7MB and confirmed by myself to contain (PCM-based?) audio samples. It appears to store the instrument samples for sequenced music in other games, according to some posts I've read. Since TTYD uses streamed music though, it just chucks the sound effects of the whole game into it for shits 'n giggles.

I haven't identified any particular structures as of yet but I've noticed that each sample is padded with a varying amount of 0x00 (NULL) which helped me to manually extract a few sounds for testing to confirm suspicions. I haven't confirmed that it's Gamecube 4-bit ADPCM format but I'll do it eventually.

.sdir - Sound directory? It has regularly repeating sections of roughly 32 bytes including a common set of 4 bytes: 0x3C003E80/<.>€ or 0x3C005622/<.V"

Each structure also contains a set of apparently incrementing numbers in 3 places inside this repeating structure that might have something to do with incrementing pointers to data. Perhaps pointing to offsets in the .samp file. There's a huge chunk of seemingly random data past 0x9BE0, but I've noticed a possibly repeating pattern in the form of 0x0008?? (possibly another 4 bytes) every 4 lines in this chunk. I'm still trying to infer any meaning from any of this.

.slib - No idea, but it's 275KB compared to to the interesting pmario.sdir filesize of 87.6KB. Must be important, has some sets of regularly repeating sets of 2 bytes. Might be an image? Not sure, yet.

.pool - I have no idea what this is or what it's for, but I can seemingly recognize a repeating pattern of 64 bytes terminated with 0xFF00 (?) along with some incrementing parts at an offset of 30 bytes from the start of these supposed blocks... but at 0x0400/0x0890/0x0CA0/etc. the block size seems to change for some reason. I doubt I'll spend much time messing with this file.

.hrf - ??? Contains "HRFi" as the first 4 bytes in the file, has 8 bytes of unknown purpose (didn't seem to create any sensical number as 4-byte ints. Maybe they're several shorts??), a null, then the name of the file "pmario.samp". There's a huge chunk of nulls followed by some other bytes and "pmario_samp-0000000001.669". I doubt this will be of any use.

.etbl - Filename table for sound effects. The last byte before a new name seems to increment up to 0xFF and then rolls back to 0x00 for no real reason without changing anything else in the file. I don't get why. There's also junk in the names up to the 30th character that I explain below.

There doesn't seem to be any associated offset or length data in here which makes me think other data might reference it by specifying a fixed index (or the current index of the pmario.samp sound) and multiplying it by 32 (length of each name record in bytes), then reading 30 bytes to get the name of the sound. To get SE3_AMB_RIVER1, (index 3, position 2 starting from 0): 2*32 = 64, or offset of 0x40 - 0x60 (0x40+20, length of record[32] in hex) which corresponds with "SE3_AMB_RIVER1.IO_JUMP2..LING2..". Again, junk is explained below.

.stbl - Other filename table for sound effects? Not sure why there are two files, might be contextual.

On the previously mentioned note, pmario.stbl may come before pmario.etbl judging by the junk in the pmario.etbl file. Also, I figured out what the ".IO_JUMP2..LING2.." junk means... it's basically a null terminator followed by an "after image" of the names that came before it*.

If a subsequent name doesn't take up the 30 characters allowed (it seems the last 2 are 'reserved' for a purpose I haven't identified yet), it simply reprints the last used chars on the next line. In a way I guess it's like if you copied the line you typed to the next line and used Insert mode to overwrite it partially.

Either way, it doesn't really seem to matter because even if the full string with junk is read in to a 30 byte array (not including null terminator, otherwise 31) for the filename, the premature end of the string will be signified by a null character that ends the string before the junk data enters it. If it's the full 30 chars? The array ends naturally. Kinda simple in retrospect and not a major discovery that deserves me being windbaggy about, but knowing it makes me happier at least.

pmario_sound_bgm_txt.db
pmario_sound_env_txt.db
pmario_sound_env_txt.db2

^
These all contain some sort of configuration data for the sounds to be played in-game, including streamed music. It appears to use the tbl filenames as the identifier. As far as I can tell, information stored in these files is effectively worthless from our perspective, aside maybe giving slightly more verbose names for the music tracks, apparently. Everyone just renames those to the appropriate in-game name though so even that information is worthless! Tongue

If you wish to examine these files yourself I can make a zip/7z archive of the proj folder and upload it to Mediafire or something. Either way you should be able to get the same files if you have a copy of TTYD (hopefully one you ripped yourself!)

*Example from pmario.etbl, nulls highlighted in red:
[Image: yZrVVNu.png]
Example from pmario.stbl, nulls also highlighted red but with a 30char circled in orange. The 31st char seems to increment almost randomly and this features the 32nd character incrementing pointlessly:
[Image: 4ysyiBs.png]

MegaMan Deadly 7:Fan Game Project

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Aka the one millionth mega man fan game project that will most likely never get finished. Mainly this just a simple fan project that started as a joke in a chatroom. It mainly consist of the 7 sins as the main bosses you face for weapons, while the fortress bosses consist of the 4 horsemen, all of these sprites have been finished for the most part(other than death only a concept sprite.)

[Image: axLBF1k.png] Here we have all 7 sins, and 3 of the horsemen. I should give credit for envy, and gluttony weren't made by me, but instead Sprites INC members. Ace_Spark (gluttony) and -Eric- (envy).

[Image: 7iBHBgG.png]Here we have the concept sprite of death(yet again done by -Eric-) While the final of the 4 horsemen I was going to have him spawn much weaker variations of the other 3.

For now I am pretty much shit when it comes to coding an actual game, and lack any music skills so i've been using the full blyka engine for GM8 and kevvviiinnn's music(he composed for megaman unlimited), kevvviiinnn's music is the only temporary thing for the moment

[Image: smaUUkx.gif]Here is the stage select screen I put together yet again with Ace_Spark's help. It is mostly placed like this due to it being 7 bosses instead of the usual 8 so it would be odd having a 3x3 tiled boss select with 1 piece missing. As of now this is literally all I have to show for the project that has been done, I decided to post this here due to TSR being a larger community than INC so I have more of a chance getting some required help.

Any help is greatly appreciated.

EDIT. Was in a bit of a rush and forgot to say that I have been working on stage ideas for the character Lust, as of now the theme of the stage is meant to be ye old tavern ish. other than that I got nothin

need help on tales of vesperia(XB360 ver) texture format

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My native language is not English, so, sorry if I didn't make the problem clear enough.

I don't know if anyone still has interest.

I'm trying to rip character models from tales of vesperia(XBOX360 ver).
It takes me a while, but I finally get those raw models with correct uv coordinates and normal.

however, I'm now stuck at those textures. I googled a lot and found in XeNTax, someone did a good work about textures, but not character texture, only ui, item icons.

Below is some result by them:

typedef struct TXM_VESPER_DATA_ENTRY {
uint32 width;
uint32 height;
uint32 unknown2;
uint32 imageformat; // ?? Not sure of that one. 0x18280186 = 32bit A8R8G8B8, 0x1A200154 = ??; 0x1828014F = 16bit A4R4G4B4
uint32 nameoffset; // from here
uint8 paddingentry[0x44];
} TXM_VESPER_DATA_ENTRY;

typedef struct TXM_VESPER_HEADER {
uint32 signature; //0x20000
uint32 filesize;
uint32 unknown1; // 0x4 ?
uint32 filecount;
uint8 padding1[0x44];
} TXM_VESPER_HEADER;

typedef struct TXM_VESPER_DATA_STRUCT {
//Header (size 0x54)
TXM_VESPER_HEADER header;

//Entries
TXM_VESPER_DATA_ENTRY entries[header.filecount];

//File List
zstring filenames; //NULL terminated filename list
} TXM_VESPER_DATA_STRUCT;

I found that character textures are in the same fps4 block as the model file. (In chara.svo) Thoes texture entries miss extension, but they follows exactly the same structure as txm stuff above, so I know they are texture entries.

In that thread, they say @0xC of the data entry is imageformat, but I found that different blocks with the same 'imageformat' may have different pixel size(bpp? I guess). In my situation, bpp only relates to the 'unknow2' field.

I know little about those textures so now I'm stucked. If someone who has knowlege of xbox 360 textures can shed some light, I will be very appreciated.

I tried to post in XeNTaX, however it's difficult for me to donate in order to register, I can't use PayPal, nor do I got master or whatever card.

So, I'm asking the community for help here. If the textures can be ripped, then the model is done, and I will do a submission then.

Hey hey hey fuck everyone my FLOOR IS FUCKING WET WHAT THE HELL

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The bathroom is my neighbor (as well as my RA but that part's not important). I was awoken by my RA this morning because she wanted to see if my floor was wet too. Some asshole flooded the bathroom because they don't know that there's a limit to how much you can flush down the toilet.. Discuss your favorite stories about fucking idiots living in your dorm. This includes shitty roommates (I've never had a roommate so I love hearing shitty roommate stories Cool).

Need some help ... for how to convert model from resource to gmod

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Hey ! I rlly want to learn how i can convert like .smd or .obj file or just some random model from the site to gmod model .... please ... someone help me :CCC

Media Mash

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In the spirit of the game roster thread, I present...

[Image: FuI3N6V.png]

Mario flinging fireballs at Chuck Bartowski!

Jesus smiting Beartato!

Darth Vader strangling Hiro Protagonist!

Flo getting Speed Racer better coverage!

This is MEDIA MASH!!

Media Mash is a hypothetical fighter featuring characters from any sort of media. From Gilgamesh to Sonic Boom Knuckles, any form of cultural output is allowed. You have a limit of 64 characters. Pick wisely; you have a lot to choose from!

CPS1/CPS2 & Neo Geo Ripping Tutorial

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This is a long but useful sprite ripping tutorial for the CPS1, CPS2 and Neo Geo arcade boards. You will need the WinKawaks emulator:

WinKawaks official site

This emulator is very easy to use, so it shouldn't be a problem to configure controls and such.

NOTE: DO NOT resize or maximize the emulator window.

Boot up the game of your choice and play it to the point where the sprites you want are. Then, pause the emulation with the "Enter" button (this is not required, but I recommend).

NOTE: Before you get to the ripping, choose the menu "Video > Set background color...", then set the color to something other than black (I suggest pink, since it gives a better contrast).

From here, you have two methods for ripping the sprites:

1 - The Shots Factory

Choose the menu "Tools > Shot factory" (or press "CTRL+F"):

[Image: j02nIM0.png]

The pop-up window will appear above the main window, so you'll need to manually move it to someplace so you can see the main window.

1 - This white area lists all sprites currently on the screen;
2 - These three buttons allows you to enable or disable the background/HUD layers. For CPS games the three buttons will be available, while for Neo Geo games only the 8x8 button will be available.
3 - These two buttons allows you to take screenshots;
4 - This button allows you to step a frame on the emulation. Useful if you're trying to get a complete animation;
5 - Once you select any sprites listed on the white area, you can use these buttons to enable or disable them.
6 - Checking this box will make the sprite blink on the main window once you select it in the white area. Useful for identifying which sprites are which.

The Shots factory is mostly useful for ripping backgrounds and simpler animations. If you want to rip fighting game characters or those multi-layered bosses, the second method is recommended.

2 - The Tile Viewer

Choose the menu "Tools > Tileviewer" (or press "CTRL+T"):

[Image: u9upgcN.png]

Much like the Shots Factory, the pop-up window will appear above the main window, so move it elsewhere. The first thing you will notice is that the game screen will be replaced by the game's tiles.

1 - This box lets you choose the tile size. 8x8 is used by the game's HUD, while 16x16 is where most sprites are. The 32x32 will only appear for CPS games, and is mostly used by background tiles;
2 - These two boxes allow you to flip the tiles horizontally or vertically. You'll probably never use these, so just ignore them;
3 - What you will see on the main window will depend if the game is CPS or Neo Geo. For CPS games, you scroll through the tiles vertically, while on Neo Geo games you scroll through them horizontally. This slider allows you to set the number of columns (for CPS games) or rows (for Neo Geo games) which are displayed. For older Neo Geo games, you should set this to "1", while for newer Neo Geo games you may want to get as more rows as possible. As for CPS games, generally the sprites are already organized, so you should leave this on the default number unless you know what you're doing (some CPS games may require you to double or halve the number of columns to display the sprites properly);
4 - This slider allows you to scroll through the tiles, 'nuff said;
5 - This slider scrolls through the palettes;
6 - Once you select any of the sliders (just click them), you can use these buttons to easily scroll them without having to drag them with the mouse. This is highly recommended, especially for finding palettes. Alternatively, you can use the arrow keys on your keyboard, which is much easier than clicking the buttons continuously.

NOTE: You won't be able to find the correct palettes if what you're trying to rip was not currently on the screen before you entered the Tile Viewer.

Automatic Tileset Generator - "AutoTileGen"

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Hi everyone!

I've been working on a pixel art tool to programmatically build terrain tilesets.
It takes only two images and outputs a full 48 tile set.

Here you have an example of what it does with the allmighty Minecraft dirt tile:
[Image: MinecraftExample.png]

I thought it would be relevant to post it in this category, please correct me if I'm wrong.
If you want more info or want to support the project, check this page.

Hope you like it!

Hi all!

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Hi everyone!
I've just discovered this community.
I'm a spanish game developer, currently working in AutoTileGen on my free time.
I'm always looking for new contacts on twitter (@JaviCepa) , specially pixelartists and other developers.
If you want to see some of my stuff you can see my blogfolio here: www.javicepa.com

ooo what do we have here

NHL 2k11 Wii ripping help

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Hello everyone! I've been trying to rip from a this game to get a specific player but my computer is really bad at running the game in Dolphin....that combined with having the other necessary programs open make it super laggy! It also sometimes crashes. My computer is almost 8 years old and it's fine for doing most basic processes, but I guess it just can't handle this. Could anyone please help me get this model? I will give you all the details!

Hanshin Tigers DS ripping help?

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I recently stumbled upon some NPB-based game for the Hanshin Tigers, which runs on the Nintendo DS/DSlite. The only two models I'm trying to rip are the team's mascots To-Lucky (male) and Lucky (female).

But, the one problem is that all of the data is compiled into a .dat file, which is in a completely different format, and doesn't include a .cue file. Can someone please help me with this?

Pro Yakyuu Spirits ripping?

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Does anyone know any methods for ripping models from the Pro Yakyu Spirits (プロ野球スピリッツ) series, namely from Spirits 4 to Spirits 2013.

I wanted to rip them for use on MikuMikuDance, but since there isn't a working emu. for PS3 games, nor any working XBOX 360 emulator, so I had to use JCPSP for the PSP version (since that's the only version that works on an emulator), but it lagged so hard and blacked out most of the time and it's been causing me major stress. PPSSPP doesn't really do much for me, plus it uses a completely different rendering technique than DirectX. If the models aren't encrypted, is there any other backdoor method to ripping them all in T-pose?

The models I'm mainly going for are the players of each NPB team, including the mascots. I'd gladly appreciate it if someone could help me at this time. Thanks.
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