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No Ads Subscription

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It has come to my attention that a number of users are looking to help contribute financially to this site, but with the lack of rewards, aren't seeing it as a good investment. They get nothing out of it but that warm fuzzy feeling, and to be honest, I can't blame them - I'd be exactly the same way.

As such, I'm wondering if you guys would be interested in a no-ads subscription service. This isn't a solid, definite thing yet, but I want to try and explore other options when it comes to how this site can be run.

If there was a "No Ads" membership you could purchase, would you?

$5/month, for example. With maybe a small discount for a year of membership.

Let me know what you think and any other ideas you might have.

Amazing Princess Sarah

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All files from this game comes with a .xnb extension. Google told me to use a program called XNB Extractor to convert them, but this thing crashes whenever I try using it. Is there any other alternative to open these?

I use XP and have both .Net Framework 4 and XNA Framework up to date.

Super Mario MEGA Tileset

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This is my grand graphics project, and it will be Mega!
It will include tiles, power-ups, blocks, exits, platfo[/php]rms, and I better stop listing or else it won't fit in the topic and even more!

Good enough or in progress:
Overworld (Good enough) (Click to View)
Items (Good enough) (Click to View)
Sub-Areas (Good enough) (Click to View)
Palette:
[Image: Palette.png]

I recommend not use this yet, because some of the tiles I already posted can be edited.
Suggestions is always appreciated, and any requests may be accepted.

UPDATES since project's start
UPDATE 1(Tue, Aug 5th 2014): Overworld set is good enough
UPDATE 2(Wed, Aug 6th 2014): Items set in progress
UPDATE 3(Tue, Aug 12th 2014):
--Modified Overworld tileset
--Added sprites on Items set
UPDATE 4(Thu, Aug 21th 2014): Items set is good enough
UPDATE 5(Tue, Aug 26th 2014):
--Sub-Areas set in progress
--Added ice over-tiles in Overworld set
UPDATE 6 (Fri, Aug 29th 2014): Sub-Areas set is good enough

I need advice on Custom charactar Modding

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Me and my college roommates has decided to add in or replace in-game characters with our own (we're still in early stages, just now developing concept art for our character models). Now, none of us has any experience with game coding or modding (were modding Super Smash Brothers Brawl on our Wii). So if there is anyway you could point me in the right direction of tutorials or anything that could give me an idea of what the process will be, how to go about it, advance coding or anything that you feel relevant will be greatly appreciated. I posted this early on knowing it may take a long time till we get to that stage and it will take a long time for someone to post on my thread (I'm a noob here).Smile

Senjen's Wii Model Questions. (Needs Help)

PDF Editor Help =URGENT=

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So, long story short: I need someone to edit one PDF for me. I tried using PDF editors of all types but they all leave a watermark thingy because it's not the full version. And since I am dealing with scanned laws, I really don't want to have a huge "GET THE FULL VERSION" text over important city laws.

I'd post here on requests but my deadline for these documents are literally tomorrow and I'd be screwed if that happened.

I know this isn't the right topic content for the site but my stay in the job depends on this single file, and I guess that you could help me out, not because I'm a staff member, but because I am a person before anything else.

If you are interested send me a PM.

Request for a 4.5/modded firmware 3DS owner

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Well, I'm absolutely stuck here. This is probably the only request you'll see from me on tVGR.

Plain and simply, a new toolset was released onto the internet which allows people to dump the entire filesystems from 3DS games. This only works for people with the Gateway, or a 4.5 firmware user. And here I am (never expecting this kind of thing to happen) with 8.1.0-19U, way too late for me to take advantage of this, and no luck or funds to acquire a compatible one.

In short, I need someone with a moddable 3DS to send me the XORPad files through a PM for any of the following (the most wanted being at the top):
  • PokéDex 3D and Dream Radar
  • Pokémon X or Y
  • Pokémon Mystery Dungeon: Gates to Infinity
  • Kirby Triple Deluxe
  • Sonic Lost World
  • Super Mario 3D Land
  • Sonic Generations
  • Animal Crossing: New Leaf
  • New Super Mario Bros. 2
  • Mario Kart 7 (though I think I've already asked for a lot)

If anyone can get at least some of those for me (or if you know someone who can), I'll be forever grateful. I've been wanting to get at those model files for a loooooooong time, and I'll be uploading them to The Models Resource after I obtain and extract them. And thanks in advance.

I forgot to say hello!

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As the title says, I forgot to say hello.

So it's been nearly 6, 7, maybe even 8 years since I've been here, and I'm glad to see how big the site itself has grown. Back then, it was strictly just Sprites, but now there's textures/modeling/sounds section.

Not sure how many of you remember who I was, but I originally posted here under the name BeamYosho.

[Dreamcast]Puyo Puyo 4 ~ Puyo N Party Rips

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I just wanted to direct you guys to the massive sprite ripping job that went on over at Puyo Nexus. All the textures/sprites have been ripped from Puyo Puyo 4 on Dreamcast, and are zipped up here: https://drive.google.com/file/d/0B8tUh0a...sp=sharing

Since none of the sprites are found anywhere else, I thought SR would like to append them to the database. I can't see how to submit anything, so I'll let the professionals handle it.

[Music] MC Jimmy's Mostly Chiptune Music Masterpieces Thread

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Well I figure it's time to share my stuff I've made for anyone who hasn't heard or seen any of my posts on other forums I am a part of.

I mostly make chiptune stuff in FamiTracker, though I know how to use other stuff for making tunes like MilkyTracker, FL Studio, and Reason. I also play the guitar and piano and I like to include those in works I do if I'm not making 8bit stuff.

To save myself linking over 100 individual tracks, I'll just link to my albums and favorite singles.

Albums / Soundtracks
Mega Man 72 - 27 songs for a fangame that ended up not getting entirely finished. Mega Man style with some of my own flair added.
Famicom Fighters - Some of the original tracks for a M.U.G.E.N. engine fighter game based around retro fighters. So far there are 5 tracks in the mix, and plenty more planned.
Infinite Run One - Soundtrack I made in a couple days for an Android based game. Very fond of these three tracks I made for it.
Cops - Soundtrack for another Android based game. Still semi-wip. 6 tracks done so far, at least 1 or 2 more in the works. Planning on making them stereo since they go with the games' Game Boy vibe.
The Adventures of Kroma 2 - Work in progress soundtrack for a game slated to be done around December. This game and themes created for it have a happy and exciting feel to them. Only four so far have been made, at least 8 are planned on being made.
Video Game Arrangements - So far this is a compilation of 7 songs from familiar games remixed and arranged by me.
Easy Listening - 10 easy going songs. Some are full fledged songs, some are just ideas I never quite finished. None of these are chiptune based in anyway if you want to hear how I make stuff like that. A lot of it has guitar in it.

Singles
Rainy Days - Short calming looped song made in FamiTracker with the FDS module. The feeling is as the name suggests. It's not so bad having a rainy day, but some may feel glum.
The Dust Rider's Journey - Made for a competition before. Don't really remember what place I came in. Anyways the whole direction I was going with this song was as the name implies. Just picture a cow boy riding through the desert to who knows where. You can feel the journey's high and low points.
Everyday it Rains - A happier outlook on a cloudy day. A personal quote that comes to mind when I listen to this is - "Everyday I pray that the world becomes less grey, though it seems like that is just a dream." Technical details : Made with 5 n163 channels.
Ballad of the Ninja Wizard - Mostly acoustic guitar song I composed a couple months after picking up the guitar. I asked friends to give me a name for the song and, yeah, it sort of stuck and fit.
Rising Moon - Another westerny styled song. This one however is much more intense and follows a journey from a sunset to the break of dawn. It took me months to finish since I stopped half way through and picked it back up a couple months later. It's made with the vrc6 module and some DPCM samples.
Jammify - Experimental rock song with some techno and chiptune mixed in. It is kind of hard to explain, you'd have to listen for yourself.
Sunbeat jam - Very favorite track I've made. It is one of my guitar/piano pieces. I was picturing some sort of LA scene when composing this. Driving down the boulevard, passing palm trees, viewing the beach and ocean's sunset. Very good example of my guitar work.
Nothing Can Hold Me Down - A track request for some gravity based game. I dunno much else about it yet. Another exciting n163 track that utilizes 3 channels.

Well that's my showcase. Remember I have loads more songs I didn't link to so look for them! Also if anybody really likes me or any of the tracks, I would really love artwork for songs I don't have artwork for. I am also willing to do requests if asked, though I shy away from remix requests, but I've done some in the past.

Oh yeah links so you can check out other stuff I've made.
bandcamp page, basically my support me zone and audio streaming go to place: https://mcjimmy.bandcamp.com/
newgrounds page (free downloads) : http://mc-jimmy.newgrounds.com/audio/

I also upload my stuff on youtube : http://www.youtube.com/user/MCJimmyO and soundcloud : https://soundcloud.com/mcjimmycalo if you are into that and want to know when I come up with new tracks! I try to upload everything around the same time.

I love critique both positive and negative so don't be afraid to post anything about the stuff I've posted about. Smile

Java Mobile Game Ripping Assistance Needed

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Hello Java mobile game rippers. I need help with ripping images, audio, etc from various game titles:

-Alien Quarantine (Space Horror), Gameloft Ltd
-Gang Threat Ardor, E7play Ltd
-Gangstar 1: Crime City, Gameloft Ltd
-Gangstar 2: Kings of L.A., Gameloft Ltd
-Gangstar 3: Miami Vindication, Gameloft Ltd
-Gangstar 4: Rio, City of Saints, Gameloft Ltd

The problem I'm having is that there are blank files and .class files inside of the .jars but I'm not sure what I'm looking for. I think .class is just the scripts, but I'm not sure what the files with the blank filetype are.
Here is a link to the files in question.
If you happen to know how to get into these files or what they are, please let me know via pm.

Can I say something about the ZQ Scandal? LOL!

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Here's my take, ZQ was a graduate w/ an unlucky strike in the entertainment industry. Of course, those involved are going to lose out on their public image soon enough. Let's give a round applause towards the self-destruction of these crazy marketers and their careers (whatever is left of it). ZQ should post her free project (w/ or w/o academic peer review) elsewhere, but too late. The Salem witch trials began and now who's guilty and who's damned, nobody knows! Resume portfolios shall be banished! OMG! Let's get ready to rumbbble!

150 screen shots from Retro Game Challenge up for grabs

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I took 150 screenshots as I played through Retro Game Challenge. I wanted a record of the sprites, particularly those from Guadia Quest and Haggleman, but I never planned on ripping them.

If you're interested in doing so or even just seeing the screen shots here's the album: http://imgur.com/a/XLAOs#0

I played the game in full screen, but the aspect ratio was correct.

Supporter Membership!

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Hey guys!

If you're interested, we've just implemented a new subscription service that will allow you to donate $5 a month for the privilege of having no ads on the site!

Check it out here!

Other benefits include a supporter banner under your name on your posts, and your name being in italics in the user list. You'll also receive our eternal gratitude! ALRIGHT!

So if you're interested in donating to us, go take a look! This applies across ALL Resource sites! Smile

Enjoy!

--Dazz

Sprite Animations

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Hey Guys, I need some help with a project I'm working on, could use a hand to meet a deadline. I need these sprites animated so that I can implement them into this project.
[Image: UoCg1Yr.png]
If anyone's willing to help, the frames don't need to be complex. The dragon needs a small attack animation in frames that involves flapping wings, fire breath, and a spear stab. The sword-man needs an animation a large swipe with a trail effect, ax-man needs some kind of swipe and the spear-man needs a stab animation. The Gandalf type doesn't really need anything, just there for no reason Big Grin

If anyone can help thanks so much.[/font]

~MrJellyFish

.png  ConceptsFile.png (Size: 102.53 KB / Downloads: 11)

Hello

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Hello, I'm h2643. I'm just another guy, who likes to work with graphics and stuff. I live in Ukraine, so please excuse me, if you see some grammatical errors or mistakes.
In general, I will try to be a nice guy in this community, but don't expect me to be very active...

Hey there!

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What's up everyone! I'm new to the forum.
I'm a MUGEN stage creator who is always looking for something to make!
If some of you don't know about MUGEN it's okay, lol.
Always looking for references on what to make next!
Love to chat and make new friends and the like.
Add me on skype if you want to: john.bilski

Don't really know much else to say! Hope to be friends with some of you!

Some new sprites I'm working on...

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Hi, working on a Test Mobile Game (using Game Maker and another online program), so I decided to make some simple test sprites using the Pixation app on iOS. This is my first time attempting to make sprites, so I based them off two classic 8-bit NES titles:

Ninja 1 (Legend of Zelda):

http://i.imgur.com/A5ZqsUd.gif

Ninja 2 (Mega Man):

http://i.imgur.com/9FVrXHj.gif

Any feedback will be appriecated, Wink!

TRIP WORLD analysis

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MODS, I don't know if this should be in Ripping Projects or Requests or what? But uhm this isn't actually any contribution yet so if this needs to be moved, that's okay.

Puggsoy wrote in my previous thread: "How do you go about figuring this stuff out?"
to which I promised to have more transparency in my future rips. As in, make a case study on how I rip. So, here's part one.

Anyway, Trip world (J). What a sweet game. Guaranteed Sunsoft quality.
Shame that if you open the ROM in Tile Molester you only see compressed graphics.
Today's practice: crack open the compression format.

DISCLAIMER: I've never looked into the game's innards except regarding some old level format study, so I'm practically going into this blindly a I type. WITH YOU. I apologise for badly worded text.

First off, I found that there are some uncompressed graphics in the ROM, namely, the protagonist sprites – nothing else. So it's safe to assume that the hedgehog enemy sprites are compressed (why? because they aren't uncompressed.)

So I played the game and found a hedgehog and made a save state.
[Image: hedgehog.png]

Great. Now that I opened the save state in Tile Molester, I found the hedgehog's graphics on the first gfx page (0x8040):
[Image: hedgehog2.png]

so, woo, mission accomplished? Naw, man... Now we'll scour the ROM for anything that looks like that. Apparently, at 0x22E54, there's a graphics page that looks... awfully similar Cute
[Image: compressed.png]

Don't see the resemblance? Here's a gif (emphasis on the hedgehog)
[Image: comparegif.gif]

So, now we know while the ROM contains that seemingly garbled data and the save state contains those pretty clean sprites of the hedgehog, there's some magic inbetween that the game does.
Our job is to figure out how those mangled graphics get transformed into the prettiness that is in the save state.

So, let's compare the bytes. I opened both files from the offset right after where the hedgehog data ends: the save state at 0x9040 and the ROM at 0x23E54. I read around $100 bytes backwards from those points and laid them on top of each other. Find differences and explain them, I thought, while indenting the bytes with spaces so the same bytes are parallel and conflicting bytes isolated. Warning: pretty wide image.. You probably have to open it in a new tab to see it completely.
So, at a quick glance looking at the bytes, it seems that the compressed (top) data is actually prettttty much the same as the decompressed data. In fact, it seems that there are extra bytes on the compressed data with all those $FFs and $FEs thrown in there every now and then.
The major differences hit me right in the eye – I've color-coded some parts for easier analysis. Green is 8-byte-match, purple is 7-byte-match and red is mismatch zone:
Okay.. How the hell does 82 00 E0 in ROM get decompressed into FE 00 00 00 00 00 00 E0 E0? What's the purpose of the $FEs and $FFs?
Well, after some intense staring, apparently, in the ROM:
• There's a 7-byte-match always before a mismatch zone.
• There's a $FF always before an 8-byte-match.
• There's a $FE always before a 7-byte-match followed immediately by a mismatch zone.
• There are never two 7-byte-matches successively.
• There are two kinds of mismatch zones. Some are three bytes and some are four bytes, but in the end they get decompressed to 10 bytes.

———Intermission———
So, like, what is the point of compression anyway? Minimizing redundant data. Instead of na na na na na na na na na na na na na na na na BATMAAAAAAAN it's much more efficient to say [na(16)] BATM[A(7)]N
Since we've only got four colors to work with, can you tell which is the most redundant color just by looking at the graphics pages of the state and the ROM? What would benefit the most from compression? I'll let you think about that.

okay yeah it's black. or transparent, in this case. which is 00. In fact, searching for a string of 00 00 brings.. ZERO RESULTS in the ROM portion. It's very common in the state portion, which is indeed the decompressed data. Write that down.
———End intermission———

• Mismatch zones always begin with the last byte of the previous chunk.
• Mismatch zones always end in either $BF, $C0, $E0.
• Three-byte mismatch zones begin with $80 and four-byte mismatch zones begin with $82.
• The mismatch zones that end in $BF all have the last byte copied from the next chunk, then seven bytes printed as-is.

I'm not sure, but looking at these observations, I think this is how they work:
(At this point I also realised that since there's always a 7-byte match after the special byte $BF, it's safe to assume that $BF is actually an instruction. Never mind it being grouped with the mismatch bytes, should've put it after them...)

Anyway, using this logical set of information we can make some rules for a protoype decompressor:
1. Check instruction.
2. If it's $FF, print the next eight bytes as-is and read next byte as an instruction.
3. If it's $FE, print the next seven bytes as-is, print the seventh byte again and read the eighth and ninth bytes as XY ZZ; print ZZ exactly X times, and if Y is a nonzero value, overwrite the last Y bytes with the byte after ZZ. If Y is zero, never mind that shit. After ZZ (or the byte after ZZ in a case of nonzero Y) read an instruction.
4. If it's $BF, print the next seven bytes as-is, but the first byte twice. Then read the next byte as an instruction.

Now, obviously there has to be more instructions, as these rules alone don't make a too efficient compression scheme. But now that we have a basic grasp of the common methods (instruction, bytes, how the RLEish bytes work), we can continue with relative ease.

So, to see if our conclusions were right, I backtracked the bytes as far as I could until I saw unknown instructions, copied the bytes from 0x23C73 to the end of the graphics page, 0x23E54, and used our prototype decompressor.
Here's the graphics in the ROM at 0x23C73:
[Image: gfxbefore.png]

Here it is after our decompression:
[Image: gfxafter.png]

So far so good! The output was 100% accurate.
Let's go even further back...

Reading backwards from 0x23BD1, I think that's the squirrel thing's sprite set. Again, I laid the bytes parallel to each other, the ROM being above and the state being below, isolating the conflict zones...... And I noticed a pattern. Can you see it?
well, here's the bytes again, color-coded.
As you can see, I was wrong about the "special bytes" and the $FEs function earlier.
I also noticed that the output is always in packs of eight bytes! This helped with the indenting of the state bytes tremendously.

But anyway, we've found some new instructions. If you don't feel like checking the wide images out, I'll list the new findings here:

Instructions, revision 2:
$FF: Same old, same old. Read the following eight bytes and print them all out as-is.
$FE: Read the following seven bytes, but print the last byte twice.
$FA: Read the following six bytes, but print the last and second to last bytes twice.
$F8: Read the following five bytes, but print the last byte four times.
$EF: Read the following seven bytes, but print the third byte twice.
$E8: Read the following four bytes, but print the third byte twice and the last one four times
$D8: Read the following four bytes, but print the second byte twice and the last byte four times
$BF: Read the following seven bytes, but print the first byte twice.
$AF: Read the following six bytes, but print the first and the second byte twice.
$80: Print the following byte eight times.
$82: Read the following two bytes, print the first byte six times and the second byte twice.
$88: Read the following two bytes and print both four times.
$8A: Read the following three bytes, print the first byte four times and the second and third twice.
$8B: Read the following four bytes, print the first byte four times, the second one twice and the rest as-is.

Note: I can't program, but I can do all of the tricks above with just key presses, so I assigned a textmate macro to fourteen keys.
[Image: keys.jpg]

Right. So, at this point, you should have gotten a pretty good grasp on what we're doing here; hunting for unknown instructions in the ROM, figuring out how they convert the bytes to those found in the state, and documenting them.
So what's missing? I don't know, but let's try decompressing some more graphics with out new prototype decompressor that operates by these new rules. So, let's take a snippet all the way from 0x23A196 and run it through the decompressor.

[Image: sqrl.png]

Flawless. But I must admit that I ran into an extra $00 on the way, just before the hedgehog's tiles. I deleted it, and I'm led to believe that instruction $00 alone means "these particular graphics end here."

So, we've made great progress. I used the textmate macro method and tried to decompress some other sprites and every time I stumbled into an unknown instruction, I just skipped it and analyzed it afterwards.
With enough save states and comparisons, I found so many new instructions that I think I could decompress most of the game's graphics now.
Here's a list:


$81: Read the following two bytes, print the first byte seven times and the second byte as-is.
$83: Read the following three bytes, print the first byte six times and the rest as-is.
$87: Read the following four bytes, print the first byte five times and the rest as-is.
$8F: Read the following five bytes, print the first byte four times and the rest as-is.
$97: Read the following five bytes, print the first byte three times, the second byte twice and the rest as-is.
$9F: Read the following six bytes, print the first byte three times and the rest as-is.
$A0: Read the following two bytes, print the first byte twice and the second byte six times.
$A2: Read the following three bytes, print the first byte twice, the second byte four times and the third byte twice.
$A3: Read the following four bytes, print the first byte twice, second byte four times and the rest as-is.
$A8: Read the following three bytes, print the first two bytes twice and the third byte four times.
$B7: Read the following six bytes, print the first byte twice, second byte as-is, third byte twice and the rest as-is.
$BD: Read the following six bytes, print the first byte twice, the second, third and fourth bytes as-is, the fifth byte twice and the last byte once.
$DA: Read the following five bytes, print the first byte as-is, the second byte twice, third byte once, fourth and fifth bytes twice.
$DE: Read the following six bytes, print the first byte as-is, second byte twice, third, fourth and fifth bytes as-is and finally the last one twice.
$DF: Read the following six bytes, print the first byte as-is, second byte twice and the rest as-is.
$E0: Read the following three bytes, print the first two bytes as-is and the third byte six times.
$EA: Read the following five bytes, print the first two bytes as-is, and the rest twice.
$F2: Read the following five bytes, print the first three bytes as-is, the fourth byte three times and the last one twice.
$F6: Read the following six bytes, print the first three bytes as-is, the fourth byte twice, fifth as-is and finally the last one twice.
$FC: Read the following six bytes, print the first five bytes as-is, and the sixth byte three times.
$FD: Read the following seven bytes, print the first five bytes as-is, the sixth byte twice and the seventh one as-is.


Also, turns out this compression is actually pretty weak. But what do I know.

So. I think I have enough data. I think I can do this. I'll dive into the ROM and try to decompress everything, starting from the beginning of the first graphics page at 0x8018 (it looks like some tail or something). I'll stop when I read an instruction $00. LET'S GO
here we go
[Image: phaseone.png]

aaaand DONE
[Image: phasetwo.png]

as you can see, the output is flawless. With some trial and error, staring at bytes and careful analysis of input and output, we were able to find out what happens in between and created a pseudo-decompressor.
Alas, having to physically push a key every time I see a new instruction is a pain in the ass, I propose that someone who's great at programming makes a decompressor. Doesn't need to be fancy, just needs a ROM, beginning-offset field and a big GO button that starts the engines. I'd also go with a "instruction $00 found, check next byte?" -dialog when it thinks it's done.
And uh, these aren't probably all of the instructions so maybe a "unknown instruction occurred, check log.txt" -dialog would be wise too.

Hello I'm CamTro!

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Hey there! So, my oldest account on here is really stupid back then like Im 12 years old on here a while ago, but now I'm 17 and wow I remember bad happens a while ago. I used to be sprite thief and claimed these is mine, but now I'm sonic spriter, and some of MLSS just because I feel I want to learn more! Hope I can be somehow useful in somewhere sometime!
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