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Need help extracting models.

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Could anyone help me with converting the model into a .obj file?

.zip   zephyr_hd.zip (Size: 777.21 KB / Downloads: 4)

Blaster Master Zero

Mario (Sonic MS and GG Style)

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So, you know the Mario (Sonic Style) Spritesheet? Someone please make a master system and or game gear version.

Vexx from "Vexx" (Gamecube, PS2, Xbox)

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The main character of this relatively obscure game. The highest quality model of him appears to be the one at the main menu.

[Image: hqdefault.jpg]
(I can't rip models because I use mac...)

Tom Clancy's Rainbow Six N64 - All Orchestral Sounds

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Hey all,

Quick rip of all orchestral sounds (.wav format) from Tom Clancy's Rainbow Six [N64]. There were 5 full music tracks but I've omitted those due to copyright reasons. You can actually hear the full versions of them over at Bill Brown's soundcloud here.

All sounds are labelled accordingly.

https://mega.nz/#!nVJSlSbS!Z_M0mINYgDgXY...vSFiEt9Mzg

Cheers and enjoy!

Help on ripping the Blade Strangers sprites

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The sprite archives are different from the Blade Arcus *.rarc files although the voice archives are.
The sprite archives in Blade Strangers are *.membody and *.memfs and I have found out that they are actually *.rtex files. I doubt that they are compressed by zlib but offzip doesn't work at all Sad .

Can't Extract .RES FILE!

PAC-MAN's Assets

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Is anyone able to rip the PAC-MAN assets from ssbu and sonic dash?

noop

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hi im new im here to learn how to rip models from games

Unity Asset Extractors for Mac?

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So, I've been trying to rip some models from Dragalia- I was already able to get the assets, but now I need a program that can extract Unity assets (Like... AssetStudio and stuff) but I wasn't able to find any that work on a mac. Do any alternatives exist that I could use?

Opening .bin Files from Bakugan Battle Brawlers

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Hello! Long time user of the resources, but have just now made an account as I could hardly find any documentation on the file extractions of Bakugan Battle Brawlers for the Wii.

Currently I am running into the issue of not being able to find the models I want to extract (there are no .BRRES formats, or any traditional 3D model filetypes), but instead finding three .bin files within Dolphin's properties of the game. I am fairly certain that these .bin files contain the models, as I don't believe there are any other leads within the game files.
I have extracted the .bins, but could not find any way to be able to open them (or really do anything with them for that matter.)

I would be very appreciative for any help with this, as I am quite new to ripping models, and would love to get my hands on these particular ones.

Here are the files in question if you need to take a look at them:
https://drive.google.com/drive/folders/1...sp=sharing

Thank you in advance!  Smile

Super Punch Out Custom Kid Quick Full Sheet Preview

A Tile Molester question

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As the title states, this is a question to anyone who rips sprites using Tile Molester.

I'm currently trying to rip sprites from the GBA version of The Legend of Spyro: The Eternal Night using Tile Molester (version 0.19 for the curious), but I have a question to anyone who uses TM for sprite ripping purposes: Is there a way to locate the color palette for graphics that are stored in 8bpp format?

The reason I'm asking is because most of the sprites from the GBA version of The Eternal Night have their graphics stored in 8bpp linear format in the game's ROM. I can arrange the bytes and tiles for these sprites properly with TM, it's finding the palettes that I'm having a problem with.

Any help would be greatly appreciated! Big Grin

Angry Birds GO! .XGM conversion

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So, I've seen some model rips for Angry Birds GO! that were done long ago, and I have the raw .xgm files from the game's .pak files, but I'm unsure as to how they could be converted into a usable format. If anyone has knowledge on .XGM, insight would be appreciated.

dragon ball dokken (japanese) sprites

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can someone please rip japanese exclusive battle sprites like demon god towa ( i think thats the correct name for that form of towa) and anything else you want to rip all is all up to you
i would rip i tried muiltple way and i give i up  because trying to download app data to a emulator is a nightmare on a laptop[Image: giphy.gif]

Blue's Journey Sprite Rips

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Hello, this is AA135. I'm just asking if anyone is willing to make Blue's Journey Sprite Rips. Blue's Journey is a Neo Geo platformer made by SNK in 1991. The game looks great and I can't wait to download the sprite rips of the game. Thank you and I would strongly appreciate all of your work. Smile

.mdl.pod File Format?

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So now I'm trying to get models from Miitomo- but all of the models are in a .mdl.pod format. Is anyone familiar with this kind of file, and is there any way to import them into Blender?

K053260 arcade chip samples

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This is a bit of a long-shot, but I'm wondering if anyone has any thoughts on ripping sound samples from games that use the K053260 sound chip.

https://github.com/mamedev/mame/blob/mas...053260.cpp Wrote:The 053260 is a four voice PCM/ADPCM sound chip that also incorporates four 8-bit ports for communication between a main CPU and audio CPU. The chip's output is compatible with a YM3012 DAC, and it has a digital auxiliary input compatible with the output of a YM2151. Some games (e.g. Simpsons) only connect one channel of the YM2151, but others (e.g. Thunder Cross II) connect both channels for stereo mixing.

The 053260 has a 21-bit address bus and 8-bit data bus to ROM, allowing it to access up to 2 megabytes of sample data. Sample data can be either signed 8-bit PCM or a custom 4-bit ADPCM format. It is possible for two 053260 chips to share access to the same ROMs (used by Over Drive)

The 053260 has separate address and data buses to the audio CPU controlling it and to the main CPU. Both data buses are 8 bit. The audio CPU address bus has 6 lines (64 addressable registers, but fewer than 48 are actually used) while the main CPU "bus" has only 1 line (2 addressable registers). All registers on the audio CPU side seem to be either read-only or write-only, although some games write 0 to all the registers in a loop at startup (including otherwise read-only or entirely unused registers).
On the main CPU side, reads and writes to the same address access different communication ports.

The sound data ROMs of Simpsons and Vendetta have "headers" listing all the samples in the ROM, their formats ("PCM" or "KADPCM"), start and end addresses. The header data doesn't seem to be used by the hardware (none of the other games have headers) but provides useful information about the chip. 

Hopefully this is obvious, but I am interested in KADPCM sounds (since PCM is easy peasy to play). They can be imported as raw data into Audacity, but there's noise due to not being PCM. An example is attached if you want to hear - play at 6000Hz 8-bit signed little-endian mono from ~30secs and you'll be able to recognise voices.

I have tried some tools. M1 only plays music, sound effects and not enough audio samples to be of interest. Couldn't find a way to coax it into playing all the samples. I tried Nebula Jukebox but it does nothing when run. Yes, in the terminal, yes, with Nebula's files in the same directory. I also tried using sox, but it doesn't seem like it leads anywhere for this purpose.

Evidently someone will have figured this out in order for it to be a part of MAME, but I can't find anything helpful on the GitHub page for decoding KADPCM.

I may look into this a bit more later, but for now I'm going to call it quits. If whoever is reading this can magic up a solution, great, and if not, don't mind me and my rambles.

.zip   072-d05.1f.zip (Size: 766.59 KB / Downloads: 0)

I Am Working On A Dragon Ball Game

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.png   Goku Base form screenshot.png (Size: 152.37 KB / Downloads: 0) So, guys...
I'm working on a dragon ball game, and I need some models, particularly from Dragon Ball Online.
I have a few models so far and here they are...

.png   Goku SSJ3 Screenshot.png (Size: 100.68 KB / Downloads: 0)

Advise on extracting the .MIB files of the Manhunt .ISO and converting them to .WAV.

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(I'm going to kind of simplify this fast like, cause I've been trying to find the solution to this problem of mine for a while now.)

I downloaded the .ISO file for the PS2 game Manhunt, all so I can try and extract/convert the soundtrack from it. I managed to open said .ISO file with 7zip, but I can't seem to find any way in extracting, converting, or just plain opening the .MIB files that store the games ost. I already tried VGSC (VideoGameSoundConverter), and it just came out all distorted, and not sounding right.

Is there any other way I can rip those .MIB files of the .ISO for Manhunt to get the ost music files, or was I doing something wrong the first time when I tried VGSC?

(Just so any of you are curious, after I extracted the .ISO file, I browsed through the following file folders to find the .MIB files: AUDIO>PS2>MUSIC (after opening the file folder MUSIC, I came across a bunch of other file folders. the names of which represented the story levels within the Manhunt .ISO, all those file folders contain the .MIB files I was talking about))
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