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Castle Fantasia - Arihato Senki (need ripper)

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Dear, Community.
I need some one who can rip sprites from PS2 games titled Castle Fantasia - Arihato Senki.
[Image: 79528_front.jpg]
If somebody here interested, I can provide copy of the game so you can start working. Just comment here or PM me how much I need to pay so we can discussing this matter.

Thanks.

How to convert .43 to .obj Files?

*Repost* Ripping game cube models

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Sorry for posting this again, but I want to contribute more to the SSBM section of the Models resource, in fact even other game cube games. The problem is that I don't know how to rip the SSBM models and no one's been able to help me so far except Lemurboy. If there's any one who knows how to rip SSBM models or any game cube game model please tell me how to do it. Thank you.

How do i turn a .3ds to .CIA?

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someone help! i want to rip models from super mario 3d land!

Need to create game for the Models Resource, but unable to do so.

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I'm trying to submit models from Dragon Ball Z: Extreme Butoden (yes, there are models from that. The stages), but there is no game for it right now, so I cannot submit the models yet. How does one create a game for the Models Resource?

.bmd to .3ds help

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I need some help with a project I'm working on. Basically I figured that going through a GameCube ISO by hand using the .szs tools, rarcdump, etc. was kind of a pain. So I wrote a python script to do all that stuff. However, now I have a ton of .bdl and .bmd files that I would like to convert (to .3ds). But the only program that I could find to do so was bmdview2. I found the source code for that program, but before I go through all of it and figure out how to do the conversion, I was wondering if anyone knew of anything that would allow me to convert a .bmd to a .3ds from the command line.

Thanks in advance.

I need help finding Inazuma 1 models

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Hi!
I'm trying to find some models on the japanese version of Inazuma Eleven 1.
You can find a team called "Layton Team" (cameo from Layton series) and I CAN'T find Layton
and company models. The game uses Layton, Luke, Aroma (Flora), Don Paolo, Chelmey and Anthony (Anton).
I REALLY need help Sad
Models are located in data_iz/model/char/pbf (faces) or pbh (hair)

Please! HELP ME!  Very Sad

(I also can't find their sprites)

[Tutorial] Making BMS Scripts

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At first glance, creating a QuickBMS script seems very difficult. However, creating them is not very difficult! Throughout this tutorial, we'll go through a sample file, figure out the format and write a QuickBMS script in order to extract the contents.

Before we start, let's get prepared:

Download a Hex Editor, and get the sample file that we'll be working on in this tutorial. My personal preference is HxD Editor, it's free and very lightweight, though anyone will do Smile

Open up your hex editor and open the kyp file.
So first thing is to figure out the endianness. The endianness is the way bytes are read from the file. Take the value 0x0c80 for example. In Little Endian, this value would be read as 0x800c, so basically the value is read backwards. Big Endian is 0x0c80, so the value stays the same. So in order to figure out the endianness, there are a few ways to figure this out.
  • Look at the file and look for some definite values and compare.
    This is the method I use in order to figure out the endianness. Say I find a value that looks like a size. I can compare it to the file's actual size and see if it's correct. Or if I find a pointer to an offset, I can compare it to an actual value. If the value is reversed, then it's a Little Endian file. If it's a complete match, it's a Big Endian file.
  • Guess if it's Little or Big.
    I really don't recommend this, as this can lead to mistakes. I'd recommend just using the first method.

So using one the methods above, we can come to the conclusion that this is a Big Endian format. However we need to set this in our script. QuickBMS defaults to Little Endian so we need to set our script to run in Little.

So what we do is at the top of the script is write out the function, "endian big". This sets our script to run in Big Endianness.
Next, we need to read through the header to get the information we need. A header is a group of information on a file. A header can contain (but not definitely) a file size, a file count (if we're working with a archive) and a magic id. Check out the glossary at the end for details.

The first thing we can see is a string of letters writing out "KYP". This is our magic header, so we want QuickBMS to check if our file is really a .kyp archive. So using the command, "idstring "KYP\x00" ", we can check if our file is a KYP file. "But Struggleeeeeeeeee, why is there a \x00 at the end of our idstring? I thought our magic id was KYP!" Well yes, and no. Our magic id is really "KYP00" However, the 00's are read as a null (or empty value) but are part of our magic id. So tl;dr, our next command to write is "idstring "KYP\x00".
So next is a value that if you read above is our file size. We know this because it's equal to the file's file size in hex.
So this is a 4 byte value, or a long. We read this from the file by writing out this command: "get archiveSize long". 'get' is a command/function in QuickBMS that allows us to read from the value using the different types of variables (Check the glossary if you want to know the variable types.) and read it into our script. So 'get' is the command, 'archiveSize' is the variable that'll hold our value (a bucket if you'd in a sense), and 'long' is the variable type we're reading.
Next value is a bit (heheh) harder to figure out what it is. It looks like a long value (0x00000003), though we don't know what this does. We'll return to this later. However we'll put something there so we can advance our position in the file.
After the unknown value, it looks like this is just a bunch of zeros, so we can skip this. It's a 4 byte null value So we write this in our script: "get null long"
Next few values look very odd and confusing, however we'll walk through it together Smile

So it looks like there are 3 values, each 10 bytes long. Gasp! That's the same amount as our unknown value! So now we know what it is. But what does it represent? Let's read on.

So the first four bytes, looks like a pointer. A pointer is a value that "points" to an offset. So our 4 bytes are an pointer to a file in our archive.
Next we go to our next four bytes. However, once again, we don't know what this is. Let's go to our pointer to see if we can figure this out. So our pointer is 0x40, and we navigate to that offset. This is the start of our file, which has the magic id, 'bres", which is the magic id for .BRRES files. So if we look in the header of the file, we can see a value that is the same as the unknown value. So we can assume that it's a file size.
Next, this next value looks like a line of characters. This looks like the name of something. Perhaps, this is a file name. So the header we've been reading, is for a file. And we can go back to our unknown value and replace the unknown value name with fileCount.
So we have the 3 headers for our files. We can write a loop (or a function) to get the offset of the file, the size of it, and the name. For loops makes it very simple for us to get them. For loops work like this:
So what does this all mean? Well let's look at it. First is the i = 0. i is a new variable, set to be 0. fileCount is the value we figured out earlier. code here is exactly what it means: "we put our code there". next i is very important. next i adds one to our value which equals 0.

So what can we do with this loop? Well we can loop through all of these headers, get the offset, size and filename, which is all that's needed to extract the file. So if you read earlier, we know that those file headers work like this:
Our loop will look like this:
Let's explain this. get pointer long is getting four bytes and storing it as the variable 'pointer'. 'Same with length'. getdstring is a function that gets a string from a file, and reads a set amount of characters. Each file name is a set length of 0x8 or 8 bytes. log is a function that takes an offset of a file, an output name and a length of the file, and writes a new file.

Now we bring it all together!
If we run this in QuickBMS, this will extract the files from the archive and write them to a file on the hard drive. That's the end of the tutorial! If you have any questions or need help, please ask! Or if you have concerns please post! Thanks for reading!

BizHawk GPU viewers

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I'd like to ask for some feedback on the GPU viewer tools available in BizHawk.

First, since there's little uniformity between the platforms, let's review the GPU debuggers available in bizhawk right now and see what we've got:

NES (neshawk) - Conservative refinement of FCEUX approach, everything jammed into two windows (but with more info than FCEUX)

GB - Principles based on NESHawk approach, but organized better in one window.

SMS - Was the first one we did probably, headed down a NES/GB road but not as elaborated yet.

Genesis - About the same as SMS, but with the higher resolutions and VRAM sizes involved, the window is getting unworkably large and there's no provision for displaying sprites yet.

PCE - About the same as Genesis, but broken into two windows.

BSNES (compatibility core) - A mindbending one-screenful of super-powerful madness, I think there's nothing it can't do (there are actually several things it can't do). This was my effort to apply nocash's principles, but has several substantial elaborations. There's a lot of information here which should be useless unless youre debugging a game. Does it annoy you to see it while ripping art?

GBA - A novel (for our purposes) approach where you build a workbench of the viewers you want. I kind of like it. But at the present there are limitations in information other-than-visual that can be presented. The Sprites view for instance isn't displaying anything other than the art, and it isn't completely clear how this could change, although there's probably a way.

So, we find there are three main approaches here. One is obviously the GBA approach with the multiple windows, and hearing feedback about this is one of the main things I'm interested in. Another approach is to split the tools into multiple windows to keep them manageable. A final approach is to jam everything into one window (best exemplified by the BSNES core)

In general we find there is no provision for scaling views, which would be nice, but we have above average clipboard support so if youre experienced you can zoom in yourself with a paint program pretty fast. With the GBA approach deployed more widespread, scaling would be more workable--theres little reason we couldnt make each of those windows scale, although there would be trouble if we extend the concept to include details such as sprite params as described earlier.

Additionally, that entire GBA approach is more modular which might help unify the GPU debuggers across platforms. Indeed in the long run for BizHawk I see a debugging workbench containing multiple windows besides just GPU views, so perhaps this is inevitable.  But my philosophy is kind of to preserve the flexibility hardcode everything for specific purposes instead of forcing everything through a less finetuned general solution. In principle, one could make the All-In-One one of the views you can spawn onto the workbench, though.

But the GBA approach encourages you to have a sloppy workbench with a lot of windows open which will slow down emulation quite a bit. Our tile decoding and rendering code for the tools tends to be on the fluffy and slow side. The SNES one-view approach forces you to keep it clean with one view open. Of course the approach which renders all the views on one screen is pretty slow too.

Keep in mind there are a lot of low spec systems out there and we try to keep windows small for those things.

So, my questions for you all: do you have any strong preferences among the approaches used in BizHawk right now, or any bad experiences with those tools? Are there any other emulators whose GPU viewers can be inspirational models? Which emulators have you had your greatest experiences in?

[NOOB ALERT] 3DS model ripping help!! WHAT DO THESE FILE TYPES MEAN?

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.config
.data
.dict


Also how do i rip the models or content from these file types? sorry that i'm a noob. :p

A not spriter, spriting.

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.png   Megaman0001.png (Size: 22.53 KB / Downloads: 52)

Hello all, I was wondering if stuff like this was allowed... technically it was made in a 3D modeling program, but converted into a sprite.

Custom Hearthstone Cards

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Same as title. You've played Hearthstone right? Now's your chance to make your own cards that you would be featured in the game. You can use various Card Generators and the like to get started.

Hello! im new :D

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hey im sp_GODZILLA Big Grin

im new to the website! im planning on taking the time and learning how to rip character models out of games. (and maybe do a couple edits to them XD)
but, im a 3D printer fanatic i tend to use character models i make or ripped and 3d print them!
right now im on the search for ROBOTECH models going to learn how to rip the character models and 3d print them for my uncle Big Grin

so any advice is appreciated (kinda a noob)

thanks for reading this msg !


sp_godzilla

Pending submission

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I've made a sheet with the sprites from the menu of One Piece Gear Spirit 2 months ago.
The sheet has been in 'Pending submissions' since then.
I'm "new" on this site at posting sheets. My question is: Is it normal to take so long to submit ONE sheet?

Help for ripping models compacted in .fpk

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Hey guys!

Recently, I was trying to rip the models of "Tatsunoko vs. Capcom". Well, I used the Wii Scrubber to extract the files of the ISO.
And ... well when I extract the files, I noticed that each ISO file was compressed in .fpk (http://i.imgur.com/IVC5n4t.png). 
Well, after that, I searched for programs that could unzip the .fpk files, and after a long time searching, I gave up.
So I wanted your help for this problem, can you help me?

I would greatly appreciate it  Wink

Where do I start...

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Well, First off, Hi.
You might remember me as a dork. Well, I was one. You might also remember me as someone who got banned for being a dork too. Well, What can I say, I'm honestly surprised I'm back.
If you don't know why, here's some context.
Apparently Petie liked what I said so Second chance time. I'm surprised, So, Thanks.
Now let's get to the heart of the matter. I think it's safe to say I've slighted a few of you in my few months here. I apologize for this. Really, I do. I can only look at my rep and cringe, not because I'm still salty over what happened, but because I was actually this much of an idiot.
I'll be honest, I kinda thank the reality check I got. I found new forums, new amazing people, and generally made an attempt to better myself and my attitude. It's probably kinda super sentimental, but if it didn't happen, I wouldn't probably be here typing this.
Now, You can think what you will about this. I've lurked around for quite a while to understand how the people here tick. And to anyone I've angered: We're cool.
Peace.
EDIT: Also, While probably not allowed/possible, But could I just like, have all my post wiped? If that's against the rules + issues of context, then keep them. Also ,I think a name change to "eureka" would be nice, this username was retarded. Thanks in advance.

[personal project] Monday Minigames (MSX/Atari-style games)

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I haven't been working on creating games nearly as much as I used to back in the day, so I figured I'd slowly get back into it by creating something in a short period of time from scratch once a week. The software I am using is Clickteam Fusion 2.5, a "sequel" to Multimedia Fusion 2.


.png   screenshot.png (Size: 11.38 KB / Downloads: 4)

Here is what I did tonight. It is basically a puzzle game fused with a classic shooter. The goal is to shoot all of the blocks and avoid a moving ball that shoots at you. There is no score system, and you only have one chance to clear the puzzle - there are no extra lives.

With that said, go ahead and download the .zip and let me know what you think!

.zip   Week 1.zip (Size: 759.64 KB / Downloads: 2)

Help me get Princess Crown's UI out of the way using RAM cheats

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Can anyone please give me a hand with this?

Ripping from this game is something I have wanted to do for years, the game is almost 2 decades old and there's still no rips at all from it.

I already ripped a few animations which you can see here: http://www.vg-resource.com/thread-28151.html
For those I had to  resort to redrawing large chunks of the character that always seemed to end up obscured by the ui, larger characters are almost always hidden behind the ui.

What I want to do is get the ui out of the way, since it's drawn on the same layer as the characters, and on most occassions it's drawn on top of them, making most bosses unripable, and a pain finding creatures on backgrounds where the interface it's drawn behind the characters (if the background has foreground layers, the interface is drawn on top of everything).

Yabause has plenty of tools that should in theory make it possible
[Image: Gk1aPuu.jpg]

I think I can find the values of the UI and see them change when they move using RAM search and watch, but any changes I have tried seemingly have no effect in game. I'm shooting in the dark here tought, just adding stuff and see if I can get anything to happen, no luck so far.

What I want is a cheat list or anything that will get the battle interface to dissapear.

I can provide the emulator, bios and iso so we are standing on the same ground.

Help greatly appreciated.

Ripping Models from Sonic Chronicles (Help Needed)

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Hello everyone!

I am currently trying to rip models from sonic chronicles and I am having difficulties, so I made this tread so that anyone can help me out and I can show progress that I make if someone in the future is having similar problems.

Currently, no one has ripped the 3d models from sonic chronicles and I think that should change, hopefully you all can help me in some way, shape, or form.


Help #1 needed:
Below here is an image showing that console tool in not open as it is only files and there is no application part of it... help?
Also to the right is MKDS where I am looking at some of the bassic files of Sonic chronicles but there are no model files ... again help?

.png   Dshelp1.PNG (Size: 186.18 KB / Downloads: 11)

Help to open .xa files

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Hey guys!

I was trying to rip sounds and dialogues from "Mega Man Legends"(PS1), and.. well, all the files from the ISO, they were packed in .xa files. 
After that, i searched for a program who unzip that files, and unsuccessfully.
So I ask you, 
How I proceed?

I would greatly appreciate your help!  Wink
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