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Mario Odyssey Discussion

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Sup People, 

       Just had a look at the Super Mario Odyssey trailer and I thought it looked sick. It looks very open world (maybe not Final 
Fantasy XV level) and the graphics is very vibrant. I thought that the game really brings Mario into a world that is very relatable to us. I don't own a Wii U, but if I did, it would be the first game that I would buy. What do y'all think?  Wink[Image: NintendoSwitch_SuperMarioOdyssey_Present...pgcopy.jpg]

pcsx2 distortion

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I am using ninja ripper to rip some models from a ps2 game is their a way to rip the models without distortion of the x y and z axis like how it rips on dolphin emulator

Ninja Ripper and getting correct UVs

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Alright, so I'm trying to use Ninja Ripper to rip models from PvZ Garden Warfare 2 (Since I got tired of waiting for the real deal tools to be ready), but I have no idea how to get the correct UVs on the ripped models. Here's what I mean:

[Image: Eb5d5rZ.png]

As you can see, the ripped model lacks its original UV Mapping. It'd be nice to know if there's some way to get the correct Mapping on a model ripped via Ninja Ripper

Puggsoy's guide to bytes n stuff

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Please read this before reading the lesson!

Hey everyone! So as I explained in this thread, I wanted to make a thread where I teach people stuff that's useful if you want to do things like investigate file formats or hack ROMs. This is that thread!

Before we start I should point out a few things. First off, this is not your typical tutorial thread. Rather than me just explaining some steps and hoping you understand, it'll be more of a two-way learning experience; sort of like an online classroom.
Every week, I'll post a "lesson", where I cover a specific topic. Then, for that week people can discuss the topic, ask questions, and so forth. You can say whether or not you understood my explanation, if I missed something out, or if you need help with a specific point. This will hopefully make it more helpful and fun for both sides!

Secondly, please read the entire lesson! Even if you get tripped up at a certain point in a lesson, not every part relies on understanding the previous parts. Sometimes you might even find that a later part of a lesson helps understand a previous point. In the end if you've read a lesson and there are still parts you're not confident about then I can try clarify.

The third point is that, I'm not going to try aim these lessons towards any particular use. While my personal expertise is in file formats, and the content will naturally lean in that direction, it should also be useful for other things like ROM hacking, or just something cool to know that might be useful in the future.

Lastly, this thread is for anybody. If you're interested, just join in! I'm going to try make this followable even if you have zero experience in this sort of thing, so don't be shy! This thread is based around feedback and discussion, so the more people the better!

I think that's all, so without further ado, let's begin our first lesson!



Lesson 1: Bits

Every file on a computer is made out of bytes. Documents, images, programs, all of them are a whole bunch of bytes. And bytes are just numbers, really. But before you can start to understand how these numbers make up files, you need to learn how bytes are made up of bits.

Now a computer is a pretty simple thing. At it's core, it can only really understand one of two states: on and off. This state is called a bit. This seems way too little to be able to do anything with, but let's start small. With these states we can already represent two numbers: off is 0, and on is 1. But of course, we want to counter higher than 1. How do we do that?

Well, let's just think about how we count. We've got 10 digits; 0 to 9. We can count up to 9, and if we need to go higher what we do is we go back to 0, then add a 1 to the left of it, which results in 10. Since the first place can't go any higher, we reset it and just increase the next one. Then we can count from 10 to 19, and then we do the same; set the first place to 0, and increase the second one, which gives us 20.
This continues going on until we reach 99. The first place can't go any higher, so we reset to 0 and increase the second. The second can't go any higher either, so we reset to 0 and increase the third. So we get 100.

So this is pretty straightforward right? Of course it is, you've counted like this all your life. And actually, computers count like this as well. The main difference is that we have ten digits; that is, we count in base ten. Computers on the other hand, as we've seen, only have two digits; they count in base two, also called binary. But how they count is exactly the same way. I'll show you, let's count in binary.

So you go 0, then 1. Welp, we've run out of digits already! No worries, we can just reset and increase the second place. So we get 10. Wait, what?
Maybe we need some notation to make it clearer. What I'm going to do is when I'm representing a number in binary, I'll precede it with "b", and when I'm representing it in base ten I'll just not precede it with anything. The "b" doesn't actually mean anything, it's just there so you know it's a binary number, not a base ten number.
So let's start again. We go b0, then b1. Running out of digits, we increase the second place and get b10. Now, this has a value of 2! The number after 1 is 2, but in binary the digit 2 doesn't exist, so we have to add an extra place.

Make sense? Let's count a bit higher, so we can see how this progresses:

2 = b10
3 = b11
4 = b100
5 = b101
6 = b110
7 = b111
8 = b1000
9 = b1001
10 = b1010
11 = b1011
etc.

It's just like counting in our regular base ten, but just without the digits 2-9. You just increase at the first place, if you can't go further you reset and increase the second place. If the second place can't go further, you reset and increase the third place, and so on.
If it doesn't quite make sense and it just looks like I'm shifting ones and zeroes around, feel free to say. That's how the thread works!

Now you can see that each place in binary is a bit. So we can represent numbers with a bunch of bits! Neat! As you may know a byte is made up of 8 bits. Often when talking about binary you talk about it in the context of bytes (as we will in this thread), so you want to show all 8 bits, even if they're not all necessary to represent the number. So you would display the number 0 like this:

b0000 0000

and 5 (b101) like this

b0000 0101

By the way, I'm separating every 4 bits because that makes it slightly easier to read. Most people do this, much like how some people separate large numbers by 3 digits (e.g. 1,234,567). (In case you're curious, 4 bits is called a nibble, but you don't really need to know that yet Tongue)

Since a byte has 8 bits, it can hold whatever numbers we can fit into 8 places in binary. These are all numbers from 0 to 255, inclusive.

0 = b0000 0000
255 = b1111 1111

Since we're including 0, this means we have 256 different numbers. If you've done any kind of game ripping or hacking this might be a familiar number, and this is why. You only need a single byte to point to any specific colour in a 256 colour palette, for instance. But anyway, we'll probably talk more about that in a later lesson.

This next part is kinda mathematical. Nothing too complex I hope, but I can understand if maths isn't your strong suit or it's just been a while. In this case you just say what you're struggling with and I can try help Smile
Now the places in base ten go up by powers of 10; 1, 10, 100, 1000, and so on. In fact, there's a certain way you calculate a number written in base ten. For instance look at the number 453. What we do is we give each place a number from right to left, starting at zero:

[Image: 93Xdoif.png]

Now what we do for each digit is we take the base (10), raise it to the power of the place, then multiply that by the digit. Then you add those together and you have your value.

[Image: 7s9BzoF.png]

This is 400 + 50 + 3 (anything to the power of 0 is 1) which, as you know, is 453. This seems super trivial and pointless in base ten, but it works exactly the same way in binary.

Say we have b0110 0001. Since we're always looking at 8 bits there's gonna be 8 places, from 0 to 7. We also tend to call these the "#th" bits, like 0th bit, 1st bit, etc.

[Image: VKeS8pL.png]

Now we go about it the same way. We take the base (2), raise it to the power of the place, then multiply that by the digit, and add them together.

[Image: VBKRSsW.png]

In this case we only have the digits 1 and 0. We can ignore the 0 bits (since those will always give 0), and the 1 bits we can skip the multiplying step (since it's just multiplying by 1) so we just get:

[Image: mhi55kX.png]

And 64 + 32 + 1 = 97. Tada! That's how you read a binary number. Look where the positions of the 1s, find out those powers of 2 (2 to the power of the bit position) and then just add them together.

Of course your powers of 2 might not be as intuitive as your powers of 10. After all, the latter is just putting zeroes at the end Tongue It's not too hard though, you just start at 1 and double until your reach your number. After a while you'll know these off by heart too.

[Image: J8Q2jpE.png]

Might be familiar if you've played 2048, that increases in powers of 2 Wink

So yeah, that's about it for this lesson! You know how to count in binary and how to read a binary number. You don't need to be able to do this in your head by the way, what's important is that you just understand the concepts. While working with bits may not come up very often, it's a really good place to start and gives you the fundamental understanding of how bytes are put together.
In the next lesson we'll zoom out and focus more on bytes themselves.

It's Dazz's b-day today

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HBD Dazz!

I hope that it's a good one!

M&M Blast! Does not use Sappy engine

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So, what do I do? :\
I want to get a soundfont out of this game, because one of the instruments could be used in what some of you call   a   d a n k   m e m e .

Is GLIntercept working with Citra 3DS Emulator?

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Hello everyone!

I was wondering if any of you know if GLInptercept works with Citra 3DS emulator. I have a few games in mind for extracting some textures and 2D graphics, but I don't have a Nintendo 3DS to work with, so I can only use an emulator.

Thanks in advance!

I need a download manager with the following specifications

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As some of you may have noticed, I have been ripping cards from THE iDOLM@STER: Cinderella Girls since around September. The cards come in various sizes (extra small/icon, small, medium and large) and other styles (no frame, signed in black, signed in color and quest). This is a tedious time-consuming process involving copying and pasting filenames (which are long, random strings of characters) into URLs for the directories of each size/style, and then manually dragging and dropping them into the folders on my hard drive.

I'm looking for this to help save time: a download manager that will allow me to import a list of URLs, download them in the order they appear on the list, and rename them in a way that will make them easy to keep this order in Windows Explorer, for example: 001 [filename].jpg, 002 [filename].jpg, etc.

I tried DownThemAll, a Firefox plugin, but it numbers them all according to the number of download sessions I've done. So if it's my 50th download session, it numbers them all 50. Not helpful in the least.

Mighty Morphin Power Rangers: Mega Battle

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Can anyone get all the sprites and sounds (sound effects, voices, etc.) from the new game that just came out: Mighty Morphin Power Rangers: Mega Battle?

Fossil Fighters ripping help

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So I'm trying to rip the models from the original Fossil Fighters for the DS, but I can't seem to find any model files in it. All I'm finding are files with no file extensions or .bin files.

Help?

Battle Spirits .AMO conversion

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I'm trying to convert models from Battle Spirits: Kiseki no Hasha, but the only tutorial I've found on how to convert DBZ Budokai .AMO models uses 3ds Max. Is there a script/plugin for conversion using Blender or Noesis?

Here's a file from Battle Spirits for reference if needed:

https://www.dropbox.com/s/4cw0g2mi2r5j65...N.AMO?dl=0

Thanks in advance.

Porygon from Pokémon Stadium

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I appreciate it if someone submitted a model of Porygon from Pokémon Stadium for Nintendo 64.

Bringing discord to this land

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So Discord is now a thing, it's growing steadily and it's better than skype already. I suppose some of you use it too, so share your discord usernames here if you feel like it.

Mine's gors#9436 . Add me if you want to chat  Cool

New here, is there a way to convert multiple .blend files to .obj?

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I don't want to sound like I did anything special, but I noticed there are no models for Metroid Prime even though I know many people have them. I used the same method they used (hecl) to get all the models and they are in .blend formats right now. Since no one has uploaded them I figured I would, but of course some people want them in .obj formats, which I would not have a problem exporting them if there weren't many but there is a lot. I feel like I might be missing a reason as to why they aren't on the site already but if there isn't one, should I bother converting them and would I have to do it one by one?

Need Some Harsh Jerks to Crit My Stuff!

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Hey! 

I'm trying to get my pixel art to the next level.

I feel like I have problems with colour palettes and some other bad habits. I haven't been on here forever but I remember the Spriters Resource to have a good feedback culture. 

So I was wondering if I could get lambasted for some more recent work to help me improve and any other forum skulkers who care to read the thread.

[Image: 15_critsyo.png]
^Just made this one, having issues with color, inner line work, draw-strings. Probably more.

[Image: output_ager5r_by_zapchu25-danwc24.gif][Image: she_loves_me__she_loves_me_naut_by_zapchu25-dadw00e.png][Image: birthday_girl_by_zapchu25-dameqhb.png]
^ Megaman: I tend to have trouble with eyes, halp?
^ Love me Naught: Color and environment/non-character objects?
^ Birthday girl: Problems with colour and selout

I would love the feedback and I promise I won't be a dick or anything! Please tear me apart, I really need the help to learn. Big Grin

Metroid Prime 2: Echoes Sounds

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Edit: Just posted them

(currently pending)

Ripping Animations from Super Smash Bros Brawl ?

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Hello, 

is there a way to rip the animations from Super Smash Bros Brawl? I need them to rebuild the game (At least some parts of it) in UE4. I already got the models from here and managed to rip some by myself. I noticed the models contain a rig so there should be a way to get the animation and apply them, correct me if im wrong... I already searched for tutorials but couldnt find any besides a video where somone used the animation from the game(without explanation how to)..I would appreciate any help !

Fungi Cappani - A platformer with spores

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[Image: titlecolors_3.png]
Introduction
Fungi Cappani is a game designed by Hiro-sofT. It’s a mobile Jump ’n’ Run game for Android, (only for Android at the moment, but Windows version is very likely to happen too), which will be made with the Game Maker Studio software. The inspiration for this game comes from many classic videogame franchises, but mainly the newer Kirby titles. This game is about a Fungi (a humanoid mushroom race) called Cappani, who possess the ability to float with her mushroom cap.

Trailer
(Currently not available)

Screenshots
[Image: androidgamegif_newprogress16012017.gif]
More are coming soon as time passes...
This screenshots are prototype screenshots from a prototype build of the game- Anything on these screenshots can differ from the final version of this game and therefore they doesn’t represent the final versions experience.

Gameplay
In order to win the game, you must reach in each world and in each required level the goal. You also have to beat the all the world bosses, to complete the worlds, in which the bosses are inhabitant. On the way to them, you must overcome a number of obstacles and challenges.

Beside the basic ability to jump and run, Cappanis mushroom cap allows her to float and reach slightly higher or further places. For example, she can float with it upwards while being inside of a wind tunnel, which blows wind upwards.

In order to defend herself from enemies, she can use her spores to fight back, which can be released at certain actions (mainly by landing on the ground or by using her floaty hat). Cappanis spores can also being used for other things rather than combat. Often, these basic actions must be combined to solve the problems in the world Cappani is living in.

Story
A long time ago…

There was once a cute, little mushroom girl. She was called Cappani. Cappani is a cheerful and a bit shy Fungi, who is living with her parents on the Fine Fields. One day, her parents got a weird looking letter, which came from the great king himself. It was an invitation for her parents, to an audience with the great king, who wanted to show all his kindness to the inhabitants of his land. Her parents began to prepare for their visit at the Sweet Sanctum, the place where the king lives.  Before they gone, they asked Cappani to keep an eye on their home and to take care of herself. They won’t be away for that long and will properly being back at night.

Since this day, a week passed. Cappani got nervous and unsure, if she should still wait. But she is not a girl, who’s breaking promises. So she decided to keep waiting, hoping, that she will hear form her parents soon. Suddenly, during this night, her sleep was disturbed by loud and unknown noises. Scared by the noises, she jumped out of her bed and ran outside. The little Fungi was shocked. She saw a bunch of soldiers, who were about to steal all kinds of stuff from her home. Being caught at their theft, the soldiers began to run away with some of the valuable items of Cappani and her parents. Cappani begins to chase after them.


Will Cappani get back the stolen items of her home? What happened to her parents? Why have the soldiers stolen the stuff in the first place?

Looks like, an adventure is about to begin…


Features (more like “what it will feature“ or “what I will try to make it feature“)
·         A great Jump ’n’ Run adventure, inspired by many cult classics like the Kirby series
·         Six worlds with 48 different levels to overcome (includes boss and bonus levels)
·         Collectables (squid coins for unlockable stuff is one of them)
·         Dangerous mid bosses and bosses with a great variety of attacks and patterns
·         Custom crafted graphic assets, which are all drawn in a cute and colorful art style
·         An uncomplicated and simple story
·         A not so basic shop system (will include something like negotiations, discounts, offers and even a cute shop owner)
·         In-game achievements (for bragging rights)
·         Three minigames to play are included (A puzzle game called ”Train Tracks”, a reaction dungeon crawler named ”Cavern Quest” and a third minigame, which I still have no idea for)
·         And a lot of more secrets to discover…!
All these features are either in development or not even started. Most of those are ideas or rough concepts. The amount of feature can change in the finalized version.

Concepts
(Coming soon or later)

Download
Android version:
Download the .apk file for the current prototype version (coming as soon the very first level is done)
 
Windows version:
(Coming eventually after the final android version)


[Image: cappani_spritebig1.png]
This is not the final version of the games presentation. The opening post will change over time and it will be updated, until it's finalized.

Team fortress Ripping

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I'm ripping team fortress ( The real old school team fortress, Not the quake one) I have got all weapons and 9 out of the 10 classes ripped (all classes except scout.) (the 10th class is the civilian). I have 3 models currently pending and I am uploading more as you are reading this.

Roses are red
violets are blue
one day we'll cruse down blood gul- oh wait wrong fanchise

.png   Untitled.png (Size: 366.47 KB / Downloads: 0)

GCN Models Problem

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Ok, so i'm trying to get maps of Super Mario Sunshine, i extract the ISO of Mario Sunshine, i put the ''.szs'' file in ''yaz0dec'' and the ''.rarc'' file in ''rarcdump'' and then i can open in it in BMDView2 and export it as a ''.3DS'' file with the textures, at that point everything is ok, but now is when the problem comes, i have been exporting many Super Mario Sunshine maps and i noticed that they have differents sizes... why? Some maps are bigger than others and its a real mess cause i want them to the original size for my personal uses, someone knows why happens that or if i can get the maps with normal sizes?

PD. I look that problem happens with Mario Kart DD too, and the rips that are here have that problem...
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