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So Mighty Gunvolt Burst was released for PC...

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and I've wanted these sprites ripped for quite a while. Now that the game files are right there in front of me, they just need to be decrypted. However, I have no idea how to do that.

In the game's root folder, there are 40 .bin files, labeled GamedataXX.bin from 00 to 39. These are no doubt the save files. In the Data folder, there are 493 files, all with gibberish names and no filetype; likely encrypted, somehow. In the DataAddon folder, there are eight files, all with gibberish names and no filetype, and I am certain that these are the DLC files, containing the non-Beck and non-Gunvolt character data, and the modified enemy positions. I don't imagine there's some easy way to go about this, but I'm all ears, and out of ideas before even starting. I can send over any file anyone wants to look at, though.

Easy way to rip sounds from RKV files?

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I'm planning on ripping sound effects from The Legend of Spyro: A New Beginning, which are stored in a file called DATA_P2.RKV. I tried to rip them a few months ago with PSound, but there was a problem: The files for the sound effects appear out of order and unlabeled, making it hard to differentiate the sound effects from the voice lines (speaking of voice lines, it's also difficult to find out which ones are the English ones).

Now I know that they're used to be an extractor specifically designed to open this game's RKV files, however the website that hosted this tool (PS23DFormat) is dead and I can't find it anymore. Shocked

So does anyone know another program that can open and rip sound effects from RKV files? Thinking

MEGAMAN VS SUPER MARIO

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Hey guys Beauty today came to share with you another Fan Game.
Mega Man VS Super Mario a Legend [DEMO]
Play the famous Mega Man in the world of Super Mario facing various enemies and different Objectives.
Controls
Move, Jump use the arrow keys to move or the W, A, D keys
Special Key C, Contains 3 different Specials
Run or fly high, Quickly press back or forward arrow or A, D
Z key attack
Keep pressing Z key for super attack
Pause game Enter key
The game has support for GamePad, you can play with PS2USB, Will, Xbox etc ...
Full Screen Q, E Keys
the project is under development for now contains 2 different Levels 1 Level with Objective and the other against Boss.
Let's Play https://gamejolt.com/games/MEGAMANVSUPERMARIO/438019

[Image: 00.png]
Video demonstration

Clayfighter Sculptor's Cut (N64) Voices

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Would it be possible to rip the voices of the fighters in Clayfighter Sculptor's Cut?

[Image: latest?cb=20100610203053]

3D Max Texture Order

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First of all, sorry for my bad english.
Taking that out, now here comes my problem:

For months I've try to render 3D models on 3D Max from games like Final Fantasy Mobius and Dissidia NT, but, for my lack of knowledge on Textures had giving me issues of were put each texture on either using Standard or Mental.Ray texture options.
In general, the texture of Mobius looks like this:


Dissidia NT it is kind more complicate:
I only use 3D Max because it is the only tool I get more familiar to use. I try Blender and it often end on not getting how use it or don't understand a thing of how use it.
Couldn't install Vray on 3D Max, because last time I try, it end crashing 3D Max every time I try to open it.

I use 3D Max 2015 as I forget to mentioned it.

I can upload the files, but, I mostly can upload the uncompressed data of the model of Bartz, because after unpacked it reach 120mb, compared with they 32mb compressed, if anyone ask too.
Same with the Final Fantasy Mobius Chocobo model data & texture, but, uncompressed.

Hi there!

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Hi there!

I'm Vlad Jester! I liked too many sprites and sound from others games. Cute
(yeah, maybe...)

Trying To Expand Hydlide's Jim

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.png   Jim The Knight.png (Size: 2.54 KB / Downloads: 2)

Trying to expand Hydlide's Jim The Knight for a project of my own, ideas, thoughts? I expanded some of the walk cycle, added some attack animations ala The Legend Of Zelda

Let me know!

looking for final fantasy x/x-2 HD yuna model

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ive seen rikku and paines models but never yunas and id like to get ahold of her hd model from the steam version 
can anyone help? ^^

Ripping models for these two games.

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I'm trying to rip models from Cars: The Video Game for DS and Cars: Race-O-Rama! lemurboy12, you could help! Wink

Ripping From Magia Record

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So i've been wanting to get into the files for Magia Record to rip some in-battle sprites but i can't even locate the files anywhere. It's like the folder itself doesn't even exist. Am i looking in the wrong place on my phone? I've checked everywhere on my phone but still nothing.

Mapping Legend of Mana

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I'm gonna try and map Legend of Mana, 20 years later and it's still one if not the most gorgeous game ever made. I want to try and get every unique room and the dungeon bits.

Just starting and don't expect anyone to jump in but I will keep updating it with my progress.

Progress:
- Home: all maps submitted except the attic and the house map with the "teardrop crystal" event cutscene palette and sky.
- Luon Highway: currently working on it.

Tutorial on how to rip LoM backgrounds ----------------------------------------------------------------------------------------------------------------------

I'm writing this tutorial mostly for myself, so that when eventually I take a break and inevitably forget how to rip the backgrounds, I can just remind myself reading it, but if anyone else is willing to help with mapping the game this would be a good aid. The method is taken from Davy_Jones, making this so I have an easier time finding it than searching the forums for every post he ever made regarding LoM to remind myself how to do it.

Using ePSXe. go to the room you want to rip and save a state, F1 to save a state, F2 to switch state slot, F3 loads a state.

.png   fig.01.png (Size: 128.85 KB / Downloads: 2)

Go to ePSXe's "sstates" folder, there should be a file named something like "SLUS_010.13.000" or .001, .002 depending on the state slot, extract this file using 7zip, you will get a file with the same name and no extension.

Drag and drop this file on psx V-ram. (download)

.jpg   fig.02.jpg (Size: 339.71 KB / Downloads: 2)
this is what the window should look like

PSX V-ram controls:
1, 2, 3, 4, 8, 9, 0 for compression mode, for LoM use 9 and 0 mode
WASD to move the red rectangle which is the area being visualized
arrow keys to move the red cross which is the current palette being used
shift + arrow keys to move the cross by one pixel


.jpg   fig.03.jpg (Size: 391.79 KB / Downloads: 2)
This is where the background elements are located, the rest is sprites and interface stuff

The items to the left are in 9 compression mode and use the small palettes, these are the far off background elements, lights, small props and animated props

To the right of that are the foreground elements which are in 0 compression mode and use the long palettes this is how it's setup most of the time, however you may sometimes see stuff on 9 compression mode on the right end, these still use the small palettes


.png   fig.04.png (Size: 18.11 KB / Downloads: 3)
These are the relevant palettes for background assets. The rest of palettes are for sprites and other non background related things. You may have more palettes than in the current scene if the past scene had more palettes, the extra palettes are left there


.png   fig.05.png (Size: 192.2 KB / Downloads: 6)
From left to right, palette order corresponds to the order things appear in the image, this is useful to determine the correct palettes since a lot of the time things can look very similar with an incorrect palette you may also have leftovers from the past screen to the furthest right, ignore these


.png   fig.06.png (Size: 441.39 KB / Downloads: 5)
The same ordering applies to things in 0 compression mode, but going from up to down by 1 pixel


.png   fig.07.png (Size: 4.82 KB / Downloads: 2)
In photoshop, go to "edit" - "preferences" - "guides", "grid & slices"
Set your grid to 16 pixels and 1 subdivision, then go to "view" and activate "snap", then set "snap to" only to "grid".


.png   fig.08.png (Size: 144.85 KB / Downloads: 2)
Take a screnshot of psx_vram, align the image to the grid and use the marquee tool to start taking pieces out, stuff is put together from left to right, you can start from and edge and move leftward/rightwards or grab a piece from the middle and start moving left and right.


.png   fig.09.png (Size: 168.5 KB / Downloads: 4)
I recommend taking screenshots of all the elements with the correct palettes first before starting to piece anything, then start by piecing together what looks like the biggest piece, so it helps with piecing together smaller stuff, you can also take a screenshot of the game (F8 to take a screenshot on ePSXe) and work on top of that.

Dungeons are made up of a handful of chunks that are pieced together to lay out dozens of rooms using only a few assets.

If the background uses sprites, an easy way to find palettes of sprites is to use glintercept (download) to get an image with the correct palette and use the color picker to find where the color palette is on psx V-ram.

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Free Game Art for your Projects

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Besides creating music and sound effects, I’ve been trying to create some new looks for pixel art-style images, specifically tiles that can be used in 2D games and things. Everything is experimental at this point, but I think some of them look pretty cool. Like my other assets, they are 100% free to use with attribution.

On my ART – Brick page, you’ll find:
A bunch of cool new brick tiles, 64 by 64 pixels each. Some have a 3D look to them.
https://soundimage.org/art-brick/

On my ART – Ground page, you’ll find:
A variety of new ground tiles that could work for rocky surfaces, grass, sand, etc.
https://soundimage.org/art-ground/

MUSIC UPDATE:

Super high-quality Ogg files are now available for every track on my Fantasy 1 page as well as my Sci-Fi/Space page. And for about half of the tracks on my Looping Music page.

Eventually, they will be available for every track on my site.

Meanwhile, if anyone has requests for Ogg versions of tracks you happen to like, just let me know and I’ll be happy to upload them for you.

Enjoy and keep being creative!

Searching for a guide

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Hi, i'm looking for a guide to rip mobile phone games. 
If someone can send me a link or something i will appreciate it, thanks.

I need sprites for ripping ...

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Hello everyone this is my first thread! I need a sprite to rip, I want to collaborate on a sprite.

that's! any sprite you have please would be a lot for me. ;D

Hello VG Resource!

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Greetings to VG Resource. I was a bit late to introduce my self. I'm Cavan Ashton, i'm 12 years old turning 13 on September 21, my favorite color is blue, and my favorite food is pizza and fruit. I love to upload content from video games to this site if your more than welcome to let me. Nice to meet all of you!

Tonic Trouble Special Edition - MPEG-like file decoding (extracted from .MPX archive)

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Hello!

I look for help with decoding game audio file (sample):
https://yadi.sk/d/4-a8Fo2d_7iE2A


The file have "2RUS" in the beginning of the file (header?) probably responsible for Stereo (or 1RUS for mono).

It's probably some custom variant of MPEG, and presumably 16 bit 44kHz.


I tried to decode linked file on the top, with all tools listed here:

https://raymanpc.com/forum/viewtopic.php?f=89&t=24138&p=1125395#p1125395
(beside those from link on ngemu.com) and no result, or only noise.

It's extracted from MPX files with CSB relevant file with QuickBMS script written by Luigi:
https://aluigi.altervista.org/papers/quickbms.zip
https://aluigi.altervista.org/bms/tonic_...sb_mpx.bms

Inside MPX archive there were many similar segments with filenames corresponding to game levels (sound file from there is attached above).

More details (and game library responsible for decoding) provided here:
https://forum.xentax.com/viewtopic.php?p=92056
and a bit here (but more about messing with game's music decoding):
https://raymanpc.com/forum/viewtopic.php?f=66&t=5981&start=80#p1183661
https://raymanpc.com/forum/viewtopic.php...0#p1156934



Or do you know where I could find people willing to look at this?
There were attempts with HCS, Xentax, Zenhax, VGMStream github, snailrush (Psound creator), dragon unpacker creator, and no luck.

Regards

How do you rip Cryware engine model?

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I got a few games off steam like Decite, .hack last recode, and some other games that use the cryware engine. But, tools like devxunity (with unreal engine 4 support), asset studio 013 (for unity models), and UE viewer tools won't let me view cryware assets. Does anyone know how export this kind models? 

The file formate is .cpk

Spiked Pirate (Wario Land 1) in Super Mario Maker style

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Out of all the Wario Land characters this is what I chose? Well, yes.

I really love the design of this boss for whatever reason, it kind of looks like a Koopa Troopa with Bowser armor. But also apparently he's actually a Hammer Brother because his Japanese name is "Thorn Bros"

I couldn't really request a custom without references could I?

Metroid Other M SFX Rip?

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Hello, I'm looking for Suound Effects from Metroid: Other M, and I want Samus' voice clips from this game.

I'm not sure if the brsar file needs to be extracted and extracting the SFX/Voices clips from the lates installment of the Metroid series.

Ripping models from Touhou Azure Reflections

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Hey guys I have a quick question on learning on how to rip these files.

So this game uses a weird file format called PVOL, EVOL, and TVOL
PVOL is used almost everywhere
EVOL is exclusively effects
and TVOL is textures

All of these seem to be package/containers so I'm curious if anyone can help open any of these files

Here is a link to a Google Drive with some files inside
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