![]() I actually don't know how to use scripts yet, so I had to do it the old fashioned wayīasically. Quote:I didn't actually: I just used MS Paint to assemble the sprites since I don't have any of that fancy sprite ripping stuff ? Well here they are.ĬOPEN TEXTURES.zip (Size: 600.67 KB / Downloads: 122) (07-07-2021, 05:11 PM)ACrashinTime Wrote: Hey sorry to bump this somewhat old thread, I was looking to rip textures from LAiX and got this working but I cannot seem to find Copen for the life of me, would any one happen to know where his textures are stored?ĭepending on the game, Copen will be in def_arc or cmn_bs (in the case of GV2 will be inside these two files)Īlso in case you don't look so far inside the data. Hey! You have done it very well!! But did you have used the script to assembling them as an example, and used that like a base? Well is a bit complex to be fair. I managed to assemble the tiles for Tenjian's teleport animation, and animated it so to check it's done right, and it's perfect! (I think) I don't really like tiles that much due to the scrambled nature of them. So for a while now I was wondering about assembling Azure Striker Gunvolt 2 Sprites. ![]() I don't have checked ASG1 yet, but we can suppose there are some different errors too, in the worst case of course. In LAIX are some surrounding errors too but those aren't the same, the errors just are Missing textures and some bad output textures. quad viewer standing mostly for ASG2 and there's no solution yet, since rufaswan is on it's own with these scripts and he can't do it ALL alone. You will notice soon some surrounding errors in the Assembled files with the. Then of course those specific files are MULTI-PAL textures and still there, they don't have any solution yet. I'm in the same situation as you, so yeah no worries.Īnd if you can READ the past responses for this topic you can notice i said something about it. 17 file from ASG2 that doesn't seems to be able to convert.įirst to say, again, there's no way with the command line to speed up that process. 7 files or can do without them? I also got this. ![]() (06-02-2021, 07:42 PM)Deep Weeb Wrote: (P.S.: For the love of God, tell me how to speed up the process of converting. 9) or worse yet, is that they admitted they actually hardcoded the haptic feedback into the HD Rumble.Įssentially playing Mighty Gunvolt Burst on a Switch emulator is much more enjoyable than doing it on the actual PC port. None of their games have rumble support on PC (no idea about PS4, based on Gamstat's data seems like those don't do too well oof) and they have given pretty poor excuses like that "keyboard & mouse users then won't have access to rumble!" (didn't stop Mighty No. I reported the lighting effect to simply not work on AMD hardware, effectively looking more like the 3DS version where it should be like Switch and PS4, and hasn't ever been fixed ) So baffling they actually exist in the files but are unused (then again, Inti Creates making a poor job with their PC ports and not listening to user feedback isn't nothing to be suprised. Really we won't have ever had access to those through the Ninjaripper method lol. (06-02-2021, 03:52 PM)Random Talking Bush Wrote: (06-02-2021, 10:42 AM)Deep Weeb Wrote: Well, you see the PC version of Azure Striker Gunvolt 1 is actually missing the hi-res character portraits and skill poses from the Striker Pack on Switch (even after having been patched claiming to be on par with that version) and it's just the same as on the 3DS version.What makes that strange is the same higher-resolution images are indeed in the PC version, in "resarc_33_cutin_h.irarc" and "resarc_34_face_h.irarc". Well, you see the PC version of Azure Striker Gunvolt 1 is actually missing the hi-res character portraits and skill poses from the Striker Pack on Switch (even after having been patched claiming to be on par with that version) and it's just the same as on the 3DS version. The Gunvolt trilogy (and Blaster Master Zero/Mighty Gunvolt) uses console-specific swizzling, so you wouldn't be able to use rufaswan's tool for non-PC versions. For those games, the PS4 and Switch versions (but not 3DS) would be identical to the PC version format-wise. No file names, just random letters and numbers.It's the same encryption / formats used in Mighty Gunvolt Burst (and by extension, Bloodstained: Curse of the Moon 1/2 and Dragon Marked for Death). (06-01-2021, 11:20 PM)Random Talking Bush Wrote: (06-01-2021, 11:05 PM)Deep Weeb Wrote: Also, is this script exclusively for the PC version of each of these games? Because the PC version of Blaster Master Zero 2 seems to have further data encryptation (much like the PC versions of Bloodstained Curse of the Moon 1&2 and Mighty Gunvolt Burst).
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