#Tiger & Bunny Hero's Day (PSP), need help ripping literally every sprite/asset

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swift nymph
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I've extracted the ISO to its components, half the stuff are BIN files which I have no idea how to turn into what they originally were (There's also some sort of audio files but that's not the priority atm). I've downloaded like 5 different things that people report being good for ripping the files. The GLIntercept tutorial isn't working for me I may have misunderstood something bc it's not clear; I am pressing G, nothing happens, Ctrl+G closes the emulator now, if putting the mentioned files in the same folder as the emulator exe isn't putting them NEXT to it then idk what is. But now thinking on it, I probably don't even want to go that route since I'd need to play through every scenario to get all sprites and etc.
It's a visual novel with most content locked behind progression (including most character paths), but I want everything at once without having to play through it, primarily the sprites and text files for the sake of documentation and possible translation efforts in the future. I have an external hard-drive to store all the assets on.
If anyone can provide me with proper, clear guidance, you'd be my saviour.

Timezone: ACST / 9:30+ (technically 10:30+ RN due to daylight savings)

swift nymph
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These are the file types I found in the rip/extraction:
BIN
PRX
PMF
TPL
AT3
EVT (Classic event log)
SFO
SND (VLC player seems to be able to open these)

For the moment I want to see if I can get what's in the BIN and TPL files since I think they'll have what we primarily want.

warm kernel
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at3 are audios

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foobar2000 + vgmstream and you are done

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tpl might be textures

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prx are game libraries and contain only game code, not actual resources

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i will take a look

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pmf are video files and are easily convertable

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they can either have or don't have audio

warm kernel
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cant figure out the palette but they have something

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image data begins at hex offset 480

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it's a bit swizzled

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and it's tiled

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Sent umd images so the game will be registered on VGR. Might take a while

swift nymph
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I played through a route with texture saving turned on last night. The texture (used as sprites) rips I got were 50/50 when it comes to quality. For example, the loading screen sprites came out prettly cleany, but any CG still has issues.

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As in, I don't think this is meant to happen?

swift nymph
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Also what are you using to open the TPL files? I figured out that the TPL files are all the sprites/textures a bit ago but the roadblock I ran into AFTER that was that I couldn't open them

swift nymph
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The only tpl conversion things I can find when googling often relate to Mario Kart Modding. I downloaded one of these tools and the tpl files here don't seem to respond to it.

warm kernel
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tpl files can vary in compression

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The face with the chin corresponds to one of the FACE_number tpl files

swift nymph
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I see. With the weird rainbow barf example I have no idea how it would handle the other files.
I'm pretty confident in the tpl files being laid out like sprite sheets or are outright backgrounds or CG scenes, but opening them as they actually display in-game looks like it's going to be tricky.

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I mainly want getting the textures/sprites/whatever to a viewable state out myself. The plan After getting literally every texture into a sheet the next step was to extract the scripts somehow I could then share them with the fandom discord and we could sort it out to get it slowly translated.

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I tried out TiledGGD myself and it's clearly made for old-school sprites. These assets are all clearly drawn digitally and not made to be sprites, so viewing them in GGD doesn't seem to be working for that reason.
I'm probably asking for too much at this point.

warm kernel
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Nah they are convertible, but there needs to be found the program

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maybe try Noesis? No idea

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This is the hardest part

unique fjord
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might be able to help

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Do you have sample files?

warm kernel
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I can send one here wait a sec

unique fjord
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"ZaacaccccjkkckkkcacccckckkkacakkZaZaacckckcccckkcacacckkkkkkkkkkacZcccckckkkkkkkcacacacckkkkcckkkkkkkoooovovvvovkkokkkkkkkkkokokkokkkrooororvvvvokrorovovovvvvvokoooorovovovovvvokrorovrvorovvvvkokokokrorovvvvvkkkkrororovrwovv"

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I think I got the tile size wrong

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Epic, it works with 16x8 tiles

warm kernel
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there was a parenthesis missing. The program works perfectly once tweaked that

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much appreciated

swift nymph
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I don't know if the folder is too large or what but upon selecting the whole texture folder, the script just seems to close? I've admittedly not used Python much before (I've mostly been relegated to doing HTML coding) and I don't know where to start looking on how to use the code

swift nymph
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Maybe it's being opened in the wrong Python, hold on..

warm kernel
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dropping tpl on the py works

swift nymph
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Ah, individually it is

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That doesn't seem to be working either.

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I'm in windows 10 but that shouldn't affect much, should it?
Trying to use the psp.py, it does open regardless of how I open it, but then does the whole "no pillow" thing. So I click on the texture file - the file that has all the tpl files - and then it closes after that. I don't think it does anything as I can't find any new files in any location that was related to the operation.

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Had to screen record to find out what was going on but this is what occurs

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I'm not sure if location of the script matters,

warm kernel
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I think you miss the Pillow library

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@swift nymph type in the cmd pip install Pillow

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wait for it to finish, then try again

swift nymph
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It's giving me "invalid Syntax" when I try it in just python itself

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Oh I need to manually install it first agh

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Pip was checked when installing it...

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Unless I need to use it not in python

swift nymph
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Finally installed it. Had to try a few different prompt commands for it to finally install tho, now it's going

swift nymph
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Everything got converted! Thank you both!
However, I did find some portraits that are "blanks" that belong to Barnaby and Yuri. Checking the character database, Barnaby's blank is probably unused/the contents got deleted but not the file itself as all in-game portraits seem to be accounted for, and I can't check Yuri's as I haven't unlocked his stuff in the gallery, but his is an odd case in that he's got 4 sprites for both portrait and face but 2 of them are blanks.
The blank files are:
CHA020110
CHA020210
CHA090105
CHA090111
FACE020110
FACE090105
FACE090111

swift nymph
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There's also some sprites (mainly used in the menus) that don't seem to be accounted for after givng it all a quick comb through. Wonder where they're located...

unique fjord
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so

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I made an unpacker for the .bin files

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but the format is very hit and miss; the unpacked files have no headers that identify them, so I gave them .bin2 extensions

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I found a few compressed ones as well, in event data, which should be fun

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however the script will try to identify tpl files

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@swift nymph hope this helps but you might need a bit of hex viewing

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a lot of the bin2 files can be unpacked a second time

swift nymph
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That was quick, I was planning to pick at it myself, but thank you for your help, really!
Or perhaps it's more fitting for me to say

unique fjord
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no problem

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As for the text files, they look like this

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use Shift-Jis encoding to see the japansese characters, and you can try to salvage what you can

swift nymph
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NULNULNULNULNULNULNULNULNULNUL NULNULNULNULNULNULNULNULNULNUL NULNULNULNULNUL NULNULNULNULNUL R NULNULNULNULNULNULNULNULNULNUL