ROM Hack [Help Needed] Fighting Fantasy DS Sprites rip help

mironicurse

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Hello. I'm trying to rip sprites from there, but they're appeared to be in custom format\palette with garbled pixels, but distinct enough from the background. All sprites are in single .pak file in that rom btw. Probably it uses some custom format, but i can't determine which. Also there are text info about file data at the top, so i'm sure that's an archive of sorts.
Header is 08 00 00 00 40 00 00 00
 

FAST6191

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If you are just ripping them is it too tedious to rip with an emulator sprite viewer (and maybe some cheats in the game to speed things along/dodge having to also play it properly)?

Failing that you should still be able to open it in a tile viewer and set start location well enough, DS stuff was occasionally quite custom in sizes so be sure it is not that. If they are compressed (which would appear as a certain type of garbled, usually starting OK and getting progressively more and more hard to read, can be hard to learn to spot it on tiles for the GBA/DS vs text or older systems) on an individual basis (possible, indeed probable if it is an all in a big archive affair -- don't want to have to decompress the entire archive to get one file after all) then that should be detectable and thus can be fed to one of the various compression tools ( https://www.romhacking.net/utilities/826/ and https://github.com/Barubary/dsdecmp https://www.romhacking.net/utilities/789/ https://gbatemp.net/threads/new-version-of-dsdecmp.292890/ ) which will then go through detecting things to pull out (or you can -- most of the time it will be starting with 10h or maybe 11h and then a size of the upcoming file, and then whatever graphics format it might be should be going from there).

If you are actually after editing things then yeah time to figure out archive formats.
 

mironicurse

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If you are just ripping them is it too tedious to rip with an emulator sprite viewer (and maybe some cheats in the game to speed things along/dodge having to also play it properly)?

Failing that you should still be able to open it in a tile viewer and set start location well enough, DS stuff was occasionally quite custom in sizes so be sure it is not that. If they are compressed (which would appear as a certain type of garbled, usually starting OK and getting progressively more and more hard to read, can be hard to learn to spot it on tiles for the GBA/DS vs text or older systems) on an individual basis (possible, indeed probable if it is an all in a big archive affair -- don't want to have to decompress the entire archive to get one file after all) then that should be detectable and thus can be fed to one of the various compression tools ( https://www.romhacking.net/utilities/826/ and https://github.com/Barubary/dsdecmp https://www.romhacking.net/utilities/789/ https://gbatemp.net/threads/new-version-of-dsdecmp.292890/ ) which will then go through detecting things to pull out (or you can -- most of the time it will be starting with 10h or maybe 11h and then a size of the upcoming file, and then whatever graphics format it might be should be going from there).

If you are actually after editing things then yeah time to figure out archive formats.

Yeah, i just stuck with emulator ripping, came up with the workflow to rip them speed-efficiently somewhat, and ripped all the weapon sprites in 2 nights. Thanks for the tips tho.
 

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