Castlevania Dungeon Forums
The Castlevania Dungeon Forums => Fan Stuff => Topic started by: Vook on May 27, 2011, 09:57:25 PM
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Has anyone tried ripping the new sprites from that puzzle game?
the new Alucard looks pretty amazing. And they seem to have redrawn quite a lot of that old sprite set. Attack, magic, idle and death animations are there for sure. I doubt the walking ones are included, as they are never used.
but still... trying to rip it with screenshots is gonna take ages. Maybe someone tried extracting data from the game file? or dumping device memory and scanning it for images? or anything else?
please tell me somebody succeeded at this! :) I so wanna get my hands on those sprites :)
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It is a pretty high-res sprite.. but there's something awkward about the way it animates (mainly the cloak). Doesn't seem as smooth as his SotN counterpart...
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Hmmmm.... looking at those they look pretty nice. I wonder if they have the full set for Alucard from SOTN? If they did I might be interested in putting it into my hack. 8)
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I didn't even know about this game! Yeah, the upgraded Alucard sprites are boss!
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Interesting concept, poorly executed. NEXT HD GAME!
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well,
I tried playing with the "ipa" file. there's a "game.sp" file inside. which is were all the graphics seems to be located. it's 11 megs. looking inside revelas that this file actually contains multiple other files. primarily - PNG images. I was able to extract 260 PNG files from there. but that's only about 3 megabytes. what's with the other eight? those 260 PNGs indeed contain some ingame graphics. but most of the level layouts and most importantly SPRITES are not there. to make things worse, a good half of those 260 PNGs is somehow corrupted. like there is something preventing the file from decompressing correctly. you can see a part of the image and the rest is a mess, though sometimes you can clearly see the remainder of the image, but the colors are all wrong or pixels positions are shifted. I assume that whatever put those PNGs together in one file, inserts some kind of delimiter or other service information in the resulting "sp"-file., so that simply cutting that file to pieces won't give you the correct PNGs all the time. sometime you'll also get those "markers" or whatever they are and they'll screw the whole thing up.
Strange thing is that some sprites are among the 260 after all. there's some for Grim Reaper (corrupted unfortunately) and some other minor stuff. This makes me think that all the graphics are probably stored as PNGs. but the fact that there are only 260 in plain sight might suggest, there might be some kind of storage optimization (like storing a single header for multiple files). anyway this all still requires lots of analysis.
If anyone has any information on this - please contribute. (any rom hacking/reverse engineering experts out there?)
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what's with the other eight?
I'd wager the music and sounds. They are typically the largest chunk of data in a game.
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sounds - definitely. But music is stored in separate mp3 files, which are easily accessible.
and sounds cannot occupy that much space. there is not that many sound effects in that game. I bet most of those 8 megs are graphics, which are missing from the 260 PNG files I was able to extract.
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sounds - definitely. But music is stored in separate mp3 files, which are easily accessible.
and sounds cannot occupy that much space. there is not that many sound effects in that game. I bet most of those 8 megs are graphics, which are missing from the 260 PNG files I was able to extract.
Is it possible that the graphics use a BGR order, instead of RGB like in symphony of the night? This could make them look incorrect and switch up. Also try using tile molester or tiledggd to look at the game files. They will let you adjust the images some so that they may not look so scrambled.