ROM Hack Jump Ultimate SuperStars AAR Archive

  • Thread starter Thread starter Keshire
  • Start date Start date
  • Views Views 32,314
  • Replies Replies 60
Can export raw frames now from dsig. Looking at the dsxt to figure out the tiling information.

Here's an effect.
smile.gif


koneffectew8.jpg
 
This is still being worked on.
smile.gif


Battle Characters can be fully exported to png per frame.
I've just recently figured out the tiling format for the effects.

The .amt linking file is going to be a bitch though it looks like.
 
you ve made a great job, but can it be possible to import files into aar archives?



have you find a way to import data ?

because your tool could be use for edit graphics like menu in-game
It could be very usefull for the translation project


Aye. It's really just a matter of someone writing the code for it. I myself haven't seen much interest in it though.

Edit: Also I moved all my information to a wiki dedicated to JUMP.
http://jumpstars.wikispaces.com/File+Formats
 
I don't understand, please you can make tutorial with this, understand me?

i don't understand line of comandes, ¿?¿?¿?
blink.gif
, what program is use?

Thank you
 
Keshire said:
Command Line Tools:
alar tool.exe
alar tool.exe


dumps raw image per frame. Image format is RGBA 1555 (15+1 alpha)
extracts and orders the image as a png per frame.

frame number is appended to output filename.
Could you give an example by replacing? Is to attempt to replace but not carried out the action, that this is not bad

Thank you
 
There just hasn't been enough interest in editing JUS for me to continue really. I'm sure they used my info for the translation project which I appreciate though.

As for extracting characters.

As an example:
File Open bl_b_01c.aar, extract (right click) bl_b_01.dig
File Open ChrArc.aar, Open (Double Click) chr/bl_b_01.aar, extract (right click) bl_b_01_.dxt

within the bl_b_01.aar is the amt (move file), the aod (??), and all the special effects (file names with 'e' in them). In case you wanted to investigate them.

The sprite dumping is done via a DOS command line.
Such as:
c:>"alar tool" sprite 0 bl_b_01_.dtx bl_b_01.dig "C:\NDS\bl_b_01_"

or if the dxt format isn't known (there's several 'favors')
c:>"alar tool" dsig -d bl_b_01_e00 0 "C:\NDS\bl_b_01_e00_"

I have screenshots of each step but image archive websites are blocked here at work. So I hope this helps.

Edit:
Open your aar of choice


aar files...


Right click to export DIG


The related dxt's are in the ChrArc.aar


Export related DXT
 
I'm use a file to use up and cmd no problem but in NDS folder no file...


you can create a guide with screen pls ???
frown.gif
thank ^^
 
So I extracted the files, then I put them in C: with the alar tools and do the command DS and nothing happens ... you can put a guide with photos? thank you
 

Site & Scene News

Popular threads in this forum