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Messages - Friedslick6

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1
Here's some good freeware hex editors:
HxD 1.7.7.0
Tiny Hexer v1.8.1.6
XVI32 2.55
I would personally use HxD.

3
ROM Hacking Discussion / Re: Crash Bandicoot Prototype Texture Ripping Help
« on: November 13, 2011, 06:04:15 pm »
Wow, this is a nifty program. Thanks! This will probably help me a lot :laugh: .

4
ROM Hacking Discussion / Re: Crash Bandicoot Prototype Texture Ripping Help
« on: November 12, 2011, 12:59:11 am »
Thanks for the reply, I'll give that VRAM Viewer a shot anyway.

5
ROM Hacking Discussion / Crash Bandicoot Prototype Texture Ripping Help
« on: October 29, 2011, 12:24:11 am »
Hi,
So with the public release of the Crash Bandicoot Prototype, I've decided to try ripping each unused screen/map and their accompanying elements from the game. So far, I have used a method which involves a combination of 3D Ripper DX, ePSXe and the Next 3D 1.5 video plugin (the details on my method can be found here). I have tried using other programs like Dragon UnPACKer 5's Hyperripper, Iceberg's Texture Finder, and SnowBro's Tile Molester on the archives within the prototype disk image to extract the textures easier, but only Texture Finder incorrectly read the textures and the other programs gave nothing but false positives. Also, using a VRAM viewer to extract the textures would be a method just as hard if not harder for what I'm trying to do. Anyway, I've been using this method up until now.

My work so far:
Spoiler:



Next, I would like to rip the level/island maps. However, I've run into a problem. The sheets are so complex that I wouldn't be able to rip the maps without some kind of algorithm to sort them out. This is how the sheets work:
  • The sheets are in a .DDS image format.
  • Each sheet has a maximum of 256 colours, and typically has 50% less opacity then it should.
  • In each sheet, pure black typically indicates empty opacity.
  • There are 15*15 tiles on each sheet (excluding the rightmost column of tiles, which is on a separate sheet.)
  • The rightmost column's sheet of tiles are arranged from top to bottom in 32*32 pixel sized groups of 4 tiles, with each top-right tile moved below the top-left tile, and each bottom-left tile moved above the bottom-right tile.
  • Each tile is 16*16 pixels in size.
  • Each tile on each sheet that uses all colours on the sheet is a correct tile in that sheet. All others tiles should be removed from the sheet.
Sheet-Map Comparison:
Spoiler:
Sheet

Equals

Equals

Rightmost column layout:
Spoiler:
Sheet

Equals

As the example sheets are unmodified, they may be hard to see due to opacity issues. In that case, you could open them up in a program such as Microsoft Paint to understand them better.

In order to finish ripping the maps, does anyone know of a way to make this process simpler?
Thanks. :)

6
Personal Projects / Re: The Console Tool (by Low Lines)
« on: August 16, 2011, 03:12:16 am »
Oh yay! Another update~
Thank you for your continuous work on this project. I hope you can find the time and resources neccessary to work on it further :) .

7
ROM Hacking Discussion / Re: this game Hacked or video edited ?
« on: May 23, 2011, 12:36:33 pm »
All bets on "video edited."

8
Newcomer's Board / Re: Modding WWF Smackdown 2
« on: May 02, 2011, 05:20:37 pm »
Heh, I posted the same method in the Spriters Resource community forum a while ago. What is being ripped are blocks of VRAM, with certain pallette data for the textures on each block. Unfortunately, I don't think there's a way to import those textures back into the game without knowledge of the game's texture format.
I'd love to be proven wrong, however.

9
Personal Projects / Re: The Console Tool (by Low Lines)
« on: March 08, 2011, 03:54:41 am »
Wow Low Lines, nice new website!
I hope you do well with the inevitable pile of work coming your way.

10
Screechy build-up music, screen flashes and "possessed" text.
Were you planning on doing any hacking?

11
Personal Projects / Re: Suikoden Hero Status
« on: February 25, 2011, 02:41:06 am »
Edit: Nevermind.

Looks awesome.

12
My money's on the third option.

13
Personal Projects / Re: Henke37's Ace Attorney fangame engine
« on: January 31, 2011, 05:40:59 pm »
I don't know if these would be any better than Court Records in terms of quality, but there's two Ace Attorney sprite rip categories listed on The Spriter's Resource:
http://www.spriters-resource.com/ds/AAIMilesEdgeworth/index.html
http://www.spriters-resource.com/ds/phoenixwright1/index.html

14
Personal Projects / Re: Henke37's Ace Attorney fangame engine
« on: January 24, 2011, 03:48:12 am »
Interesting. A friend of mine has been working on the same thing, in Game Maker:
http://www.freelancegames.net/?q=node/3
Best of luck to you :) .

15
Personal Projects / Re: The Console Tool (by Low Lines)
« on: September 03, 2010, 03:55:03 am »
Oh snap, that means I can't rip the textures/models like I was hoping to :\ . Oh well, cool program anyway.

16
Personal Projects / Re: The Console Tool (by Low Lines)
« on: September 02, 2010, 08:29:29 am »
Wow Zerox, that's a smart alternative. I think I've found my temporary model export work-around  :D .

17
Personal Projects / Re: The Console Tool (by Low Lines)
« on: August 30, 2010, 04:04:21 am »
Vast improvements to the original make me happy :) . But would you by any chance remember how to zoom in on models in the newest release?

18
Personal Projects / Re: The Console Tool (by Low Lines)
« on: July 04, 2010, 05:31:29 pm »
Oh my :cookie:, this looks so good. Like, Tile Molester only molests tiles. But this... molests everything. That doesn't sound good, but it certainly is.
I've already managed to rip DS sprites from Mario Kart DS using the heavy version (mind you, using print-screen. Will there be an export/convert feature?)
Anyways, you're a genius. Keep on geniusing, please.

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