Keshire said:*snip*Daviex said:you can put a guide with photos? thank you
It'll have to wait a couple hours then.
Updated original Q&A post
QUOTE(Keshire @ Jul 16 2008, 01:08 AM)
Keshire said:*snip*Daviex said:you can put a guide with photos? thank you
It'll have to wait a couple hours then.
Updated original Q&A post
QUOTE(Keshire @ Jul 16 2008, 01:08 AM)
QUOTE said:Okay, but as you know, one requirement is that the ALAR tool is working for you. Also, look into Keshires trashed thread on how to extract the game data files out of the rom. More on that later.
I will try to make that bullet proven, so it should be easy to understand.
Tools you will need:
Alar Tool (Needed for extracting the .dtx files out of the games .aar archive and decompiling .dig files into their RAW format):
http://rapidshare.com/files/60366377/ALAR_tool.rar.html
Hex Editor (Needed for digging out the code for the .dig file out of the .dtx file):
Cygnuns Hex Editor (Freeware):
http://www.softcircuits.com/cygnus/downloads/
or
Hex Workshop (Shareware):
http://www.zdnet.de/downloads/prg/1/8/en10004918-wc.html
Tile Molester (Needed for extracting the tile sprites out of the .dig file):
http://www.zophar.net/utilities/download/T...er_015a_bin.zip
1st Step, getting the needed files out of the rom.
http://neuropod.net/spritersblock/index.php?topic=2006.0
Scroll down till you find Keshires post about that Rom extractig tool. Simply follow his steps.
2nd Step, Using the ALAR Tool:
Okay, to explain the basics, this tool works with two commands:
alar tool.exe
alar tool.exe
We will ignore the second one, cause this one is used for extracting battle chara sprites, and only works on them in the most recent version.
The first line is generally used to dump RAW Tile sprites out of .dig files, so this line is the one we need to get sfx sprites.
So, now open up with the ALAR tool the "ChrArc.aar" file you will find in the "char" folder of the dumped rom.
You should get something like this:
Little help on digging out the right stuff:
The first 2 letters always stand for the series. For example, the "bb" you see on the screen stands for Bobobo, "bl" for Bleach, "na" for Naruto and so on....
The following letter "b"/"s" stand for battle or support. The following number defines the character. to refer to the screen: "01" for Bobobo, "02" for Don Patchi, "03" for Super Patchi. The last number in the row shows you which koma you are dealing with(Note: Only the koma attacks!), so this also helps in picking out the right chara. If the last number is missing, this is the file containing the basic sprites of this character.
Little example: bb_b_01_4 -> Series: Bobobo, battle character, Bobobo (01), 4 koma attacks
Okay, as an example, I will pick the file "bl_s_01_2.aar" (Bleach, support, chara 1 (Ichigo), koma 2)
Now open up this .aar file with the ALAR tool. You should then get something like this:
The file "bl_s_01_2.dtx" is the texture file for the battle character sprite (or in this case support), so ignore this one.
All the files containing an "e" at the end are the sfx textures we need. In this case we only have one, but usually you will find more within the file.
Extract the "bl_s_01_e20_.dtx" file
3rd step, "hexing" out the dig file information:
Open up the .dtx file with an hex editor.
Scrool down till you find the "DSIG" part. Now select that whole chunk of data till the end of the file and copy it. Only select the DSIG part, or else the decompiler won't recognize the .dig file!
Now paste this data into a new file within the hex editor. Save this file then as an .dig file. I use "test.dig" for presentation purpose.
4th step, dumping the RAW Tile Sprite:
Well, the c++/Java experts among you can now write a bat file, to make things more comfortable, but I will explain it the old fashioned way.
-> Start Menu\Run\cmd
Okay, some basic explanation on how to use the command tool for our purpose. "cd .." will go back one folder. "cd blablabla" will jump into the folder "blablabla", if it should exist in this directory.
Remember that line?
alar tool.exe
Now we are going to need it. Enter it, while "DIG Filename" stands for your .dig file, in our case "test.dig", while choosing pallete number "0". if you don't define a filename/filepath, the raw file will be located on c:\
If you should have problems writing the stuff down the correct way, use my line as an example:
5th step, converting the raw image.
Okay, now open up with the "Tile Molester" program the dumped raw image.
You probably will get something like this:
Since the files only will get dumped through the ALAR tool into the "ABGR 1555" format, you will need to set up your program:
View\Codec\16bp ABGR (1555)
Also make sure to set the mode to "2-dimensional". (view\mode\2-dimensional)
Okay, now you should have something like this:
Still doesn't look quiet right yet, so we now need to resize/realign the sprite. Use the "Width Decrease" Button to decrease the Raw sprite into the right size.
End result should look like this:
Tadah!
Okay, now extract that image into some usable format.
To save as PNG: Edit\Copy to\
And there you have it!
Also one side note:
Some sfx sprites are messed up in colors for some reason, and I don't know why. If I shouldn't find a solution to that problem by myself, I will contact the author again to see if he knows a solution.
QUOTE said:Okay, but as you know, one requirement is that the ALAR tool is working for you. Also, look into Keshires trashed thread on how to extract the game data files out of the rom. More on that later.
I will try to make that bullet proven, so it should be easy to understand.
Tools you will need:
Alar Tool (Needed for extracting the .dtx files out of the games .aar archive and decompiling .dig files into their RAW format):
http://rapidshare.com/files/60366377/ALAR_tool.rar.html
Hex Editor (Needed for digging out the code for the .dig file out of the .dtx file):
Cygnuns Hex Editor (Freeware):
http://www.softcircuits.com/cygnus/downloads/
or
Hex Workshop (Shareware):
http://www.zdnet.de/downloads/prg/1/8/en10004918-wc.html
Tile Molester (Needed for extracting the tile sprites out of the .dig file):
http://www.zophar.net/utilities/download/T...er_015a_bin.zip
1st Step, getting the needed files out of the rom.
http://neuropod.net/spritersblock/index.php?topic=2006.0
Scroll down till you find Keshires post about that Rom extractig tool. Simply follow his steps.
2nd Step, Using the ALAR Tool:
Okay, to explain the basics, this tool works with two commands:
alar tool.exe
alar tool.exe
We will ignore the second one, cause this one is used for extracting battle chara sprites, and only works on them in the most recent version.
The first line is generally used to dump RAW Tile sprites out of .dig files, so this line is the one we need to get sfx sprites.
So, now open up with the ALAR tool the "ChrArc.aar" file you will find in the "char" folder of the dumped rom.
You should get something like this:
Little help on digging out the right stuff:
The first 2 letters always stand for the series. For example, the "bb" you see on the screen stands for Bobobo, "bl" for Bleach, "na" for Naruto and so on....
The following letter "b"/"s" stand for battle or support. The following number defines the character. to refer to the screen: "01" for Bobobo, "02" for Don Patchi, "03" for Super Patchi. The last number in the row shows you which koma you are dealing with(Note: Only the koma attacks!), so this also helps in picking out the right chara. If the last number is missing, this is the file containing the basic sprites of this character.
Little example: bb_b_01_4 -> Series: Bobobo, battle character, Bobobo (01), 4 koma attacks
Okay, as an example, I will pick the file "bl_s_01_2.aar" (Bleach, support, chara 1 (Ichigo), koma 2)
Now open up this .aar file with the ALAR tool. You should then get something like this:
The file "bl_s_01_2.dtx" is the texture file for the battle character sprite (or in this case support), so ignore this one.
All the files containing an "e" at the end are the sfx textures we need. In this case we only have one, but usually you will find more within the file.
Extract the "bl_s_01_e20_.dtx" file
3rd step, "hexing" out the dig file information:
Open up the .dtx file with an hex editor.
Scrool down till you find the "DSIG" part. Now select that whole chunk of data till the end of the file and copy it. Only select the DSIG part, or else the decompiler won't recognize the .dig file!
Now paste this data into a new file within the hex editor. Save this file then as an .dig file. I use "test.dig" for presentation purpose.
4th step, dumping the RAW Tile Sprite:
Well, the c++/Java experts among you can now write a bat file, to make things more comfortable, but I will explain it the old fashioned way.
-> Start Menu\Run\cmd
Okay, some basic explanation on how to use the command tool for our purpose. "cd .." will go back one folder. "cd blablabla" will jump into the folder "blablabla", if it should exist in this directory.
Remember that line?
alar tool.exe
Now we are going to need it. Enter it, while "DIG Filename" stands for your .dig file, in our case "test.dig", while choosing pallete number "0". if you don't define a filename/filepath, the raw file will be located on c:\
If you should have problems writing the stuff down the correct way, use my line as an example:
5th step, converting the raw image.
Okay, now open up with the "Tile Molester" program the dumped raw image.
You probably will get something like this:
Since the files only will get dumped through the ALAR tool into the "ABGR 1555" format, you will need to set up your program:
View\Codec\16bp ABGR (1555)
Also make sure to set the mode to "2-dimensional". (view\mode\2-dimensional)
Okay, now you should have something like this:
Still doesn't look quiet right yet, so we now need to resize/realign the sprite. Use the "Width Decrease" Button to decrease the Raw sprite into the right size.
End result should look like this:
Tadah!
Okay, now extract that image into some usable format.
To save as PNG: Edit\Copy to\
And there you have it!
Also one side note:
Some sfx sprites are messed up in colors for some reason, and I don't know why. If I shouldn't find a solution to that problem by myself, I will contact the author again to see if he knows a solution.
Keshire said:Alar Tool Source code.
http://rapidshare.com/files/217302212/ALAR_Tool.zip.html
Daviex said:Keshire said:Alar Tool Source code.
http://rapidshare.com/files/217302212/ALAR_Tool.zip.html
Sorry for updating this thread.
Keshire or anyone have this source can reupload ? PLEASE!
Keshire said:4th step, dumping the RAW Tile Sprite:
Well, the c++/Java experts among you can now write a bat file, to make things more comfortable, but I will explain it the old fashioned way.
-> Start Menu\Run\cmd
Okay, some basic explanation on how to use the command tool for our purpose. "cd .." will go back one folder. "cd blablabla" will jump into the folder "blablabla", if it should exist in this directory.
Remember that line?
alar tool.exe
Now we are going to need it. Enter it, while "DIG Filename" stands for your .dig file, in our case "test.dig", while choosing pallete number "0". if you don't define a filename/filepath, the raw file will be located on c:\
If you should have problems writing the stuff down the correct way, use my line as an example:
Keshire said:Correcto. So says the title of thread.I assume it is jump ultimate stars,
#pragma byteorder(little_endian)
#pragma hide()
typedef struct Node{
char Node[4]; //Ascii Node name
}Node;
typedef struct Flag{
ubyte Unknown; //Maybe the Flag ID to be referenced??
ubyte Unknown; //Maybe the Flag ID to be referenced??
zstring String; //Flag name, Null Terminated String
}Flag;
typedef struct ControlByte_2
{
//word iControl2; //There's something wacky going on here???
ubyte C1;
ubyte C2;
ubyte Unknown;
switch(C1+C2) //I don't like this one bit.
{
case 2:
ubyte Unknown;
word Offset[2];
break;
case 3:
ubyte Unknown[3];
word Offset[3];
break;
case 4:
ubyte Unknown[3];
word Offset[4];
break;
case 5:
ubyte Unknown[5];
word Offset[5];
break;
case 6:
ubyte Unknown[5];
word Offset[6];
break;
case 7:
ubyte Unknown[7];
word Offset[7];
break;
case 8:
ubyte Unknown[7];
word Offset[8];
break;
case 9:
ubyte Unknown[9];
word Offset[9];
break;
case 10:
ubyte Unknown[9];
word Offset[10];
break;
case 11:
ubyte Unknown[11];
word Offset[11];
break;
case 12:
ubyte Unknown[11];
word Offset[12];
break;
case 13:
ubyte Unknown[13];
word Offset[13];
break;
case 14:
ubyte Unknown[13];
word Offset[14];
break;
default:
break;
};
}ControlByte_2;
typedef struct ControlByte_1
{
word ControlByte_1;
switch(ControlByte_1)
{
case 42:
ControlByte_2 ControlByte_2;
break;
case 44:
ubyte Unknown[2];
ControlByte_2 ControlByte_2;
break;
case 46:
ubyte Unknown[4];
ControlByte_2 ControlByte_2;
break;
case 48:
ubyte Unknown[6];
ControlByte_2 ControlByte_2;
break;
default:
break;
};
}ControlByte_1;
#pragma show()
typedef struct MOVE
{
ubyte MoveID; //Move Number
ubyte ID[3]; //File #??
word iMaxFrames;
ubyte iFramerate; //??
bool iCollisionEnable; //Collision??
ControlByte_1 ControlByte_1;
//This isn't complete
}MOVE;
struct ALMTheader
{
#pragma lockAt(0x00000000)
char ID[4]; //'ALMT'
byte Unknown;
byte Unknown;
byte NodeCount;
byte MoveCount; //Number of Moves Character has...
dword FlagCount; //Number of Movement Flags referenced??
Node Node[NodeCount]; //Nodes??
dword MoveOffsets[MoveCount]; //Move Index
word FlagOffsets[FlagCount]; //Flag Index
Flag Flags[FlagCount];
byte Pad[0]; //Padding
};
Wow, seems you still can get some juice out of this game. Keshire, I guess if you can complete that, would we be able to make a custom JUS?