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Krang's sprite in TMNT-II(NES)

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So I started ripping all the enemies from the TMNT II:The Arcade Game on the NES since SR only had the turtles and bosses and a couple stages. Well, I got selfish and just ripped them with my own sprite colorations. Maybe I'll be nice and fix the palettes for hosting on here.

Any way, while working on my own custom colorations for Krang, I noticed the sprite sheet of his on SR is incomplete. So maybe I will share the full rip later. The sheet was missing one of his lasers (he has 3 lasers, only 2 were in the sprite sheet here, at least that I noticed). There is also one other thing missing...

Krang's combat sprite (his set from when you actually fight him, not his post-battle taunt) has a puff cloud, almost like it should have been associated with his arm exploding, but it was located in the ROM data between his eye beam (when his eyes glow) and the lasers.

QUESTION:
Has anyone actually ever seen this thing in either the NES game or the arcade game? Is it an unused sprite? When his lasers fire, I don't see anything. When his laser hits, all that I've seen is the pulsing blast.

Submitting Textures to the Textures Resource

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NVM, I figured it out.

Please delete this thread.

Why do we see models in SFM animations not on TMR?

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This probably isn't the right place to post this, but I couldn't find a better one.

Take this video, for example.





You see some fantastic models from Hyrule Warriors in them, but looking at the Hyrule Warriors page on TMR, neither of them are there.

How do these animators get these models? I'm not certain about the way SFM works, to be honest.

What's this ??!! A wild RONDO has appeared !!!

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[Image: pyQvrta.png]

i couldn't revive the old rondo project thread

anyways yeah i did some animations where i tried to optimise tile usage as much as possible, here are gifs
[Image: HK4mtDl.gif] and [Image: o0jVvEt.gif]

and some new enemies and bosses as you can see

also i tried to start programming this into haxe a bit
and well ive started trying to make my own tiled sprite animator for 8x8 nes sprites
and holy fuck this shit is complicated, and im sure whatever i could muster wouldnt really be optimized
(puggsoy if youre there help me)

please give crits erryone

edit: edited and made more skeleton anims
[Image: vXcASfo.gif] [Image: ehevw0D.gif]

Does anybody know how to rip models in the Xbox 360 of Skylanders?

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I'm looking for someone to rip 3D Models of the characters from Skylanders and all of it's squeals. However I do not know how to rip 3d models sadly, I can't do it on my small blue Toshiba laptop because it's laggy at some times. Blank

Blupimania rips

Heart of Darkness (PS1) ripping help request

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Hello. I'm new to the forum so sorry if I do anything out of place.
I'm looking to rip sprites (as well as sound fx and background ambiance from the PlayStation version of Heart of Darkness (I chose this version as the in-game graphics are superior than the PC version)

I know that the game is built very similarly to the PlayStation Oddworld games, and that the sprites and other content used for each level are likely in the .LVL files. I found several fan-made programs used for ripping and/or modifying Oddworld LVL files, but they will not work on Heart of Darkness ones.

I'm wondering if anyone can tell me how to rip sprites or give me a program with which to use. I am willing to rip the sprites entirely myself and am not asking anyone to simply do it for me or anything complicated like that.

I'm willing to give you like an ISO file of both discs if that would help.

Thanks, ~Finsterhund.

Dolphin emu. Help

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So, I was trying to uses a Crystal Chronicles and Crystal Chronicles My life as  a Dark lord ROM to get some models  for this site, but these dialog boxes keep popping up. Is there any way to fix this? (I'm using the Dolphin emulator )
[Image: 1_zpszrue7ipn.png] [Image: 2_zpsvhcbphiw.png] [Image: 3_zpslhxgmfzd.png] [Image: 4_zpsg7ha3qfy.png] [Image: 5_zpstijjjtrn.png] [Image: 6_zpswq10hpja.png] [Image: 7_zpszkhfr7rm.png] [Image: 8_zpscxjqer7u.png] [Image: 9_zpsxngpjz2z.png] [Image: 10_zpszgdprxuw.png]

Mega Man 9 & 10 Sprite Projects

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Hey everybody!

So, I've recently visited the Spriters Resource pages for Mega Man 9 and Mega Man 10, and I think they could use a little more TLC. With that, I think we should gather some more sprites and tilesets. I tried getting the files myself through ShowMiiWADs via John2k4's tutorial, but all I got was a load of BIN files.

So, for those who had better luck extracting WADs, does anyone here already have usable files from Mega Man 9 and 10 that we can use for this site?

Thank you for stopping by! Pokemon

The Wonderful 101 WEM sound effects

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I'd like to ask for some help converting the sound effects from The Wonderful 101 into a playable format, please. The sounds are stored in .bnk files which are easy enough to get into with TGE's wwise BNK quickbms script, but the .WEM files that are extracted are unable to be converted with ww2ogg because the format is different somehow.
I did some looking around and came across a XeNTaX thread about this and managed to get some information, ran the .WEM files through ima_rejigger2, and used the bms script on the second page to actually convert the sounds to wav, however most of them do not play and the ones that do have a weird static sound over them even though I can still hear the sound effect underneath.

I was hoping that somebody would be willing to help take a look at this and see if they can figure it out. I may have just missed a step or something in the XeNTaX thread I posted, but I would really appreciate it if someone else would help me with this. I've got a bunch of WEM files right here for anyone who's interested. If anyone could please help with this it'd make things a million times easier for me since I wouldn't have to manually record everything anymore.

A Hopefully-Simple Request

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Hey there folks. This request is a little dated, but it's entirely feasible for people who know what they're doing. I have been trying it myself but nothing seems to work out. What I'm looking for is the Time Reaper from Castlevania Judgment. The final boss guy. I can't seem to find his brres file anywhere, no matter that I extract.

Wii Rise of Cobra DFU File

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So I have successfully extracted everything from the Wii ISO file and it seems the largest file is titled GamePAK1.DFU which I figure this is the file that contains the models and I may have to do some further discovery work to find out how to convert them but has anyone ever dealt with a DFU type before or know how I can get past it?

And I have tried to use OffZip, both the -a and the -z -15 commands. I get this when I try although in the output folder I have .dat, .ttt, and garbled .txt files that I can see, most are just a few kb in size. Which the QuickBMS site does have a script for the Rise of Cobra, I just don't know if it will work until I can extract from this DFU file.
I would upload the GamePAK file so other people could take a crack at it but it's pretty large (over 900MB) and not sure where I could upload it to.
[Image: af1bMQw.jpg]

Natis' Sprites

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Hey Everyone! 

It's been a long time since I posted anything, but I wanted to post some sprites and get some (hopefully constructive) criticism.

I had been PMing SmithyGCN a long while ago when I originally got this idea for a game, and he was giving me some pointers on animation for the main character. About a month into trying to make the main character's animations look good, I got buried with work responsibilities and didn't have much time to work on sprites. 6 months later, I'm back at it! But only one tiny detail... I lost the USB drive that I was using and it had all my work on it. Luckily, I still have the animations that I was throwing at Smithy, and I will post them here for C+C as well. But in the mean time, I decided to make some of the NPCs while I scavenge my house, car, work, and other whereabouts looking for this darn USB.  

I have been working on the storyline and character designs throughout the months, so I guess I never really stopped 100%. I like where the story went, and am very pleased with it. That motivated me to hop back on this project.

Anyway, here are 3 characters I have:
[Image: 3peeps.png]
(Main character is in red)

The design is supposed to be a futuristic/apocalyptic cowboy kind of deal. 
I'm trying to make it stylized and have a 4 color limit (and I cheated and have been using the black outline) for the characters.

I have the designs for both of these NPC characters drawn out, and I will upload them when I get a chance. 
But a sidenote: The first guy has a green dragon mask to cover his face. I worry that it's readability isn't that good if you don't know what your looking at.
I'm really looking for C+C on the NPCs right now because the purple character, which is supposed to be a girl, is irking me. There is something that I don't like, and I can't figure it out. Maybe looks too manly?

Animations:
[Image: yjGdFYqvX04GAhnNkc.gif] Idle (Old version, you can see I changed the style later on... gotta find that USB.)
[Image: Runcape2.gif] Running
[Image: Rungun1.gif] WIP Running with gun


Anyway, that's is all I have right now. I'd love to hear everyone's feedback!

Anyone interested?

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Tell me what kind of skills you have or anything that maybe of importance.

How to Rip from Adventure Time: Heros of Ooo BIN files

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So a while ago I got the game (can't remember where, though),
and I came across the data folder and found everything (except a few)
things to be in BIN format!
So if anybody knows how to rip from this, please help!

Mega Man Star Force 2 Rips

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So, some folks on an old forum I go to led me to an unpacker for the models.bin in the game. I'll be testing it on SF1 and SF3 some time later.

I'm aware that KurainoOni has been working on MMSF rips and recently released Ninja Tribe, but I PMed him a while ago and he told me that the reason Zerker and Saurian Tribes haven't been released was because there was warping in his rip. His old tools are out of date and incompatible with the current java and his current tools are the reason for the warping of the models. The unpacker I used just unpacked all of the lz10 compressed models and textures in the models.bin I extracted from the NDS file. And there doesn't seem be any problems with the rips.

My only problem is that the files extracted are all labelled numerically and not by name. So most of the time I'm going to be labeling all the files I got. Interestingly enough, is that models in SF1 are also in SF2. For example : Gatling and DarkSword Battle cards.

I currently have Zerker Tribe submitted and pending approval  and I'll work on getting the rest of Mega Man's forms done. Another interesting point is that all of Mega Man's flame effects behind Omega-Xis's head in all of his forms,Zerker Tribe's sword and Ninja Tribe's shuriken are saved as separate models from the Mega Man models, so those have to be inserted manually. Though considering that KurainoOni has released Ninja Tribe without the shuriken, I'm not sure how to release the shuriken.

[Image: 4920.png]

BRRES Viewer & MH Tri Player Anim's & Maya.

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http://postimg.org/image/kfmf2c4xx/


Working with: MH-Tri (Wii) Animation Data & Models.

 Here is the issue I am getting when I export the human animations. There is an option in the BRRES Viewer to "Play Rotations Only" but I am not sure how to accomplish this same task over in Autodesk Maya.

 I've got the NPC models who are rigged and I simply want to bring him over to Maya and then play an animation of my choosing on the rigged skeleton. How can I do this?

 The joints keep getting bunched up together and i'm really not sure how to fix this.

http://postimg.org/image/49qccxi61/

Thank you!

Hi everyone

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I'm Flavio Losco trying to build up the skill and reputation needed to make my dream game for mobile devices. Crazy 


Car Builder is my first game.

 Happy to meet you new friends. [Image: shy.png]

[Alpha] Crazy Car Builder

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Sono Flavio Losco cercando di costruire l'abilità e la reputazione necessarie per rendere il mio gioco da sogno per i dispositivi mobili. Pazzo 

Car Builder è il mio primo gioco.


Crazy Car Builder

James, Daniel e Ella, sono i costruttori folli di veicoli bizzarri. Stanno per intraprendere un viaggio che sarà 

prendere in giro da dove nessun uomo è mai giunto prima. Con poco rispetto alle leggi della fisica, i nostri eroi non danno 

pace fino a quando non ha conquistato più alte colline di Marte!

Affrontare le sfide di ambienti collina arrampicata unici con molte vheicle pazzo diverso. Utilizzare dispositivi speciali ai 

superare gli ostacoli, guadagnare bonus da audaci trucchi e raccogli le monete per aggiornare la vostra auto e raggiungere ancora più alto 

distanze.

Caratteristiche:
- Un sacco di corpo diverso veicolo (whitevan, moto, truk, jeep, ecc)
- Parti aggiornabili includono pneumatici, motore, spoiler, e gadget speciale
- Numerosi stadi con livelli da raggiungere in ogni (Campagna, Deserto, artico e Marte +++!)
- Condividi il tuo punteggio con uno screenshot con i tuoi amici!
- Bella grafica e simulazione fisica regolare
- Progettato per guardare bene in bassa risoluzione e dispositivi ad alta risoluzione (inclusa compresse.)
- Suono del motore reale quando si aggiorna il motore!







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Vacationing in a Greece Trap

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Since it's approaching that time, I may as well bring this up now. On Friday, my family and I are going to take a vacation for about a week or so on one of Greece's islands. Even though the place is supposed to have good wi-fi, I wouldn't count on it since some of my vacation homes in Europe might not have the best connection in spite of that promise. On top of that, I'm sure my folks have ideas to keep me out of the vacation home, which means less time to do anything computer related. I just wanted to give you guys the head's up in case you're wondering why I'll be harder to reach all throughout next week.
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