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Nintendo DS
Extracting graphics for "Batman: The Brave and the bold"
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<blockquote data-quote="FAST6191" data-source="post: 10145879" data-attributes="member: 32303"><p>ARM9.bin is the main binary for the game containing the code, ARM7 is usually a helper program in commercial games (so boring you can swap it between games and have things work just fine), overlays are sections of code that get swapped in and out as the game desires (ostensibly as a way of saving memory by only having things when they are needed).</p><p></p><p>I have seen non code data buried in binaries before.</p><p></p><p>Rest of those. Fair bet such things are what they are.</p><p></p><p>I would also note at this point if you are only about ripping things for a sprite sheet or something that you can use the tile viewer of an emulator, possibly with some cheats to speed things up or see things not normally seen.</p><p></p><p>Anyway with crystaltile2 was able to view a whole bunch of sprites in .anm files, and it could handle the palettes as well with a simple load palette option (right click in the DS window). Said anm files start with a bunch of non graphical aspects which might be what troubled you if you were only double clicking on files. Seen as there are so many aspects of the things in question then pointers or something for them would be a good bet, and if you are lucky maybe a map as well as the shots below (and things I did not bother making a shot of) were a bit of manual fiddling (variously hold shift or ctrl and play with the arrow keys in the tile section) and still had things clearly put together at run time which is common enough (if your have two identical legs then why not save space and mirror them sort of thing, or swap out the legs when running rather than whole new sprite. I would also wonder if TS4 and TS8 refer to the bit depth of the image (the GBA 4bpp, and 8bpp, as in 4 bits per pixel and 8 bits per pixel, 8 bits allowing far more colours but taking up more memory and also having some more restrictions with palettes), the few samples I tried it seemed to hold for.[ATTACH=full]368654[/ATTACH]).[ATTACH=full]368649[/ATTACH][ATTACH=full]368648[/ATTACH]</p></blockquote><p></p>
[QUOTE="FAST6191, post: 10145879, member: 32303"] ARM9.bin is the main binary for the game containing the code, ARM7 is usually a helper program in commercial games (so boring you can swap it between games and have things work just fine), overlays are sections of code that get swapped in and out as the game desires (ostensibly as a way of saving memory by only having things when they are needed). I have seen non code data buried in binaries before. Rest of those. Fair bet such things are what they are. I would also note at this point if you are only about ripping things for a sprite sheet or something that you can use the tile viewer of an emulator, possibly with some cheats to speed things up or see things not normally seen. Anyway with crystaltile2 was able to view a whole bunch of sprites in .anm files, and it could handle the palettes as well with a simple load palette option (right click in the DS window). Said anm files start with a bunch of non graphical aspects which might be what troubled you if you were only double clicking on files. Seen as there are so many aspects of the things in question then pointers or something for them would be a good bet, and if you are lucky maybe a map as well as the shots below (and things I did not bother making a shot of) were a bit of manual fiddling (variously hold shift or ctrl and play with the arrow keys in the tile section) and still had things clearly put together at run time which is common enough (if your have two identical legs then why not save space and mirror them sort of thing, or swap out the legs when running rather than whole new sprite. I would also wonder if TS4 and TS8 refer to the bit depth of the image (the GBA 4bpp, and 8bpp, as in 4 bits per pixel and 8 bits per pixel, 8 bits allowing far more colours but taking up more memory and also having some more restrictions with palettes), the few samples I tried it seemed to hold for.[ATTACH type="full"]368654[/ATTACH]).[ATTACH type="full"]368649[/ATTACH][ATTACH type="full"]368648[/ATTACH] [/QUOTE]
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K3Nv2
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Didn't look into much is it just a remake
Today at 1:57 AM
@
BigOnYa
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Only thing drive me crazy is all these new horror games nowadays is its so dark, all time. I can't even play them. I understand they trying to create spooky but be creative a little, not just darkness with pop out scare scenes.
+1
Today at 1:59 AM
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Xdqwerty
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@BigOnYa
, either that or mascot horror
+1
Today at 2:13 AM
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Psionic Roshambo
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https://www.reddit.com/r/Whatcouldgowrong/s/zFNgZdLFQ1
Today at 2:19 AM
@
Xdqwerty
:
gonna watch gintama for the first time
Today at 2:20 AM
@
Psionic Roshambo
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@BigOnYa
, I always turn the lights up on those lol
+1
Today at 2:21 AM
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K3Nv2
:
Two studio lights for one horror game
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Psionic Roshambo
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Lol
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K3Nv2
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https://youtu.be/9w0hKiTgxtE?si=ON3eq3tR1mZJi3h8
Today at 2:26 AM
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K3Nv2
:
Couch casting for horror
+1
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K3Nv2
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Mig switch already has a v2 lol
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OGSniper
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How we doin' in here?
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K3Nv2
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https://videocardz.com/newz/amd-introduces-ryzen-9000-zen5-desktop-cpus-granite-ridge
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K3Nv2
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5.7Ghz sounds crazy
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Sicklyboy
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hz my nuts
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K3Nv2
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Tylenol
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Giganutz
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BigOnYa
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Couch casting horror, lol
Today at 5:52 AM
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ZeroT21
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You need better couch potatoes la
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Today at 5:54 AM
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BigOnYa
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Tbh isn't that already couch casting
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K3Nv2
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She sat on a couch must be a hoe
+1
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BigOnYa
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Damn, stay on that plastic. (If you know, you know)
Today at 6:34 AM
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BigOnYa
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I played the intro to far cry 5, that is like some crazy Jim Jones cult shit. Still its petty damn good. You get to shot them crazy f ers.
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