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Eversion (2008) information

Greetings! Hy and I have been working together for the past two months or so to reverse engineer Eversion's texture files (and have succeeded; the ripper is available on Github). In our efforts we've uncovered a lot of information that is lacking from the Eversion (2008) page. The reason why I'm trying to get into contact with you is over how this new information is being handled. Any new information we've added was quickly removed with little to no explanation, seemingly without it having been checked to confirm whether it truly was false or not. I wanted to know why exactly this is?

Thank you for your time. Shrubbyfrog (talk) 18:20, 5 August 2019 (EDT)

  • Hey. For long i've been trying to figure out how to (properly) extract Eversion's graphics. It's nice to hear that people have been working on REing them. :)
    On another note, the X-0 sheet was reverted for consistency with the X--1 sheet, as in, the tile order. (The gem and water sprites are "blank" as-is.)
    And the X-8 gem, despite being very rare to encounter (time attack mode is a pain to unlock), it's not unused as of v1.7.3, the last freeware release, so documenting it is not necessary from my point of view.
    I think i might be missing something, however
    --Tikal. (talk) 18:31, 5 August 2019 (EDT)
    • Hi, I appreciate the response! That clears up a lot! :) I suppose then files with updated graphics can be modified for consistency. :)
Also, I thought Time Attack Mode was no different from the regular levels, just with the added time limit? As far as I knew you could only see the X-8 gem through use of glitches or a level editor? Although, if it is available in regular gameplay without the need of glitches or level editing, I feel like it might still be worth documenting, as the file exists in the original build which lacked Time Attack. That being said, I haven't played through Time Attack myself, so I'll have to look into that more!
Again, thank you for taking the time to respond! Have a good day. Shrubbyfrog (talk) 18:40, 5 August 2019 (EDT)
    • Oh, a thing i'd like to add
The game might've not released in December 29th 2008, but in November 28th 2008, according to this forum section regarding the game's launch in the Commonplace Book Comp.
I initially thought it was October due to the first post in there dating from that date. Oops.
On another note, do any of you two have several "unknown" versions i'm looking for? (e.g. The two-level demo dated October 26th 2008, and versions 1.2 and 1.6) I think it'd be very nice to document them.
--Tikal. (talk) 19:07, 5 August 2019 (EDT)
      • Hm, strange! That's something I'll need to look into. Eversion wasn't present on Zaratustra's website until December and onwards according to the Wayback Machine, but its possible it was released prior off-site! I'll need to look into that more. [Quick addendum]: I see where the confusion in the release date comes from. The original post looks like it was from the game's demo back in October, but it was edited some time in December to include the full release. Interestingly though, its last edit was on the 16th of December rather than the 29th, implying the game's true full release was on December 16, 2008!
I've never heard of those versions existing before, so unfortunately I do not. I'll keep an eye out though! I'd be very interested in getting a hold of those! If I can find them I'll absolutely send them to you. :)
Shrubbyfrog (talk) 19:12, 5 August 2019 (EDT)

MGP?

Hey, I was curious as to how you managed to extract the .MGP files on the Twinkle IIDX CDs - the format isn't making much sense to me as it stands... --Denq (talk) 21:38, 17 December 2020 (UTC)

  • when it comes to the Twinkle games, most .MGP files contain graphic data, though without palettes (these are stored in a different file, COL.MGP)
    in IIDX 1st~3rd, these files are uncompressed, which allows for easy viewing/extracting in programs like TiledGGD
    i haven't been able to view the MGPs from 4th~8th, though
    --Tikal. (talk) 21:44, 17 December 2020 (UTC)

Lumines II Taster Version

I found your article about Lumines II Taster Version, but I can't seem to find an archive of the game or it's files anywhere. Do you think you could point me in the right direction? Thanks.

--DPS2004 (talk) 18:46, 6 April 2021 (UTC)

pop'n music graphics?

I was wondering how you were able to get the .gcz files from the Firebeat pop'n releases? I've been wanting to dig through the games myself but couldn't ever figure it out. Thanks in advance. Polyrhythm (talk) 14:20, 20 May 2021 (UTC)

Popira Help

Hey! I'm a huge fan of the Popira series, and I see you yourself have made an article on this website for the first game (I love you for that btw)! I myself am right now trying to get at the game files to preserve the music and find some things I've never seen before (hopefully). Would you mind teaching me your ways somehow? That'd be incredibly helpful for me! --AppleArcade120 (talk) 20:43, 25 September 2021 (UTC)

  • sadly i don't know much other than "the graphics can be viewed in MAME using the tile editor (F4)"
    XaviX games tend to be a hassle to work with
    --Tikal. (talk) 21:53, 25 September 2021 (UTC)
    • Thank you for at least trying to help! -- AppleArcade120 (talk) 22:14, 25 September 2021 (UTC)

Adobe Flash title screens

What do you use to take good screenshots of Adobe Flash title screens? As you can see, I'm not exactly the best at it. --Cutesycookie (talk) 04:18, 26 November 2021 (UTC)

  • i use the Adobe Flash Player projector program set to "100%" in the View options
    tip: use Ctrl+Alt+Print Screen to get a snapshot of the projector only, and use an image-editing program (e.g. GNU-IMP) to crop out the borders
    a thing that is also stated by the guidelines is to optimize the images in order to reduce filesize, which i'm not sure if you do since your smaller images tend to be bigger in filesize compared to my 100% resolution ones
    --Tikal. (talk) 11:45, 26 November 2021 (UTC)

Max & The Magic Marker Dummy File

How did you find information about the Dummy file on the NDS version of Max & The Magic Marker? --ScotttheAnimator1979 (talk) 16:56, 15 March 2022 (UTC)

  • someone had commented about it in the hidden palace discord
    went to check
    found the file in the us version
    then i created the page and credited the person accordingly
    --Tikal. (talk) 16:58, 15 March 2022 (UTC)
    • Really? The Hidden Palace Discord? Can i have a link to the post where he found it? --ScotttheAnimator1979 (talk) 18:51, 15 March 2022 (UTC)
    • Never mind. I found the post that the user commented. --ScotttheAnimator1979 (talk) 19:03, 15 March 2022 (UTC)

Any way to rip the files from the "GAMEDATA.BIN" files of the Dingo Pictures PlayStation games

I noticed that you've been able to rip the graphics from the "GAMEDATA.BIN" files of the Dingo Pictures PlayStation games. Can you please show me how to do so? Amberdown43 (talk) 18:05, 31 May 2022 (UTC)

  • just drop it into tiledggd and adjust the width/height/palette/pixel format as appropriate
    --Tikal. (talk) 01:26, 1 June 2022 (UTC)
    • Gee, thanks buddy! I'll give that a try later! Amberdown43 (talk) 12:01, 1 June 2022 (UTC)
    • I tried dragging the "GAMEDATA.BIN" file into tiledggd, but all I got was garbage. My original question was how to rip the files from the BIN file itself. Amberdown43 (talk) 12:21, 1 June 2022 (UTC)
    • adjust the offset/width/height/palette/pixel format in tiledggd's settings as appropriate then export
      that's what i did to extract the graphics
      --Tikal. (talk) 13:09, 1 June 2022 (UTC)
      • I don't know what exact settings to use in order to get the images themselves. Maybe you can give me the exact advice I need. Otherwise, you can send me a link to all the extracted graphics if you want to. Amberdown43 (talk) 15:09, 1 June 2022 (UTC)
      • Image -> Format -> 16 Bit per pixel
        Image -> Skip size -> change as appropriate
        Width skip size -> change as appropriate
        Height skip size -> change as appropriate
        Palette -> Colour order -> RGB
        Page Up/Down scrolls the image output according to the skip size
        Left/Right changes the width according to the width skip size
        Up/Down changes the height according to the height skip size
        --Tikal. (talk) 16:05, 1 June 2022 (UTC)

Suikoden V

Hey there! I hope you're having a good day. I have noticed that you reverted my later edit on the Suikoden V page. I'd really like to know your opinion on this, because, a quick glimpse at the Wikipedia page for the game never mentions the company that you restored on the infobox; instead, it says it was developed by both hudson and konami (and published by the latter). Unless i'm missing something, i guess? Thanks in advance, Enivak (talk) 21:03, 16 June 2022 (UTC)

(edit) I saw that you provided a reference for that company; however, most of the time, other wikis (except Wikipedia and maybe some more) are not generally concidered trustworthy references. Also, this claim does not seem to be supported by Wikipedia. Enivak (talk) 21:19, 16 June 2022 (UTC)
  • wikipedia is not a very good source regarding game developers and such things
    gdri, however, is a very good source regarding game developers and such things; the information in it should be trusted
    also, from what i looked, the names in the programming section in the credits reflect those of trisys employees credited in other games (e.g. Kouji Kaneta, Ryouhei Sato and Takayuki Sasaki, who are also credited in Kororinpa, which, in turn, is listed in Trisys' old japanese website)
    so yeah you're missing a lot
    --Tikal. (talk) 21:33, 16 June 2022 (UTC)
Hmm. So, from what i understand, that Trisys company seems like a contractor. However, even inside the game, they are not credited by name; the one who's credited is Hudson (even if some Trisys employees are still credited). As such, i think that mentioning Hudson instead of them would be more apropriate. Even then, however, i'd personally trust wikipedia more. Enivak (talk) 22:02, 16 June 2022 (UTC)
  • not mentioning developer companies by name was (is still?) a rather common practice, which is rather saddening
    for example, a vast majority of the games in the Cybelle list are in there thanks to shared code between known games and other, then-unknown games, since they don't have credits or footage of them to further analyse
    since they were handed a relevant portion of the game's development (programming), the trisys name stays
    --Tikal. (talk) 22:10, 16 June 2022 (UTC)
Still, omiting Hudson from the infobox would be totally false as well (since they are the ones credited). Maybe we can mention both hudson and trysis at the same time? Maybe we can ask someone more experienced than us? Enivak (talk) 00:19, 17 June 2022 (UTC)
  • i never said anything about removing the hudson soft name though (since they were the "main" developer of the thing)
    i only said that the trisys name would stay in the page, since you were planning to remove it
    --Tikal. (talk) 00:33, 17 June 2022 (UTC)

Howdy

Viva Brazil and the active editors from the Terras Tupiniquins. ☺

Signed,
Fellow Terra Tupiniquinense. --LUCPIX (talk) 01:45, 17 June 2022 (UTC)

Dump Dance Dance Revolution

Hey! I have a few questions that may help others interested on dumping ddr games.

  1. Can you list which tools do you use for dumping DDR graphics, videos and ssq files?
  2. Are they platform dependant (ac, psx, ps2, xbox)? In that case, what considerations should be taken into account?
  3. Are you planning to dump iOS games (like DDR S, DDR S+)?

Thanks in advance | Locuuraa (talk) 27 December 2022.

  • so here's the thing
    there's a variety of tools i use for extracting the goods; they tend to vary according to the console
    here goes nothing
  • for system 573 things
    • bruteforce graphic extraction: comptimfinder (name of output file(s) is offset in decimal)
    • filesystem extraction: gobbletools
    • individual file extraction (for unreferenced stuff): hex editor
    • decompression: rhythmcodex
  • for ps1 things (for mainline games only)
    • basically the same as sys573 except you don't need gobbletools
  • for xbox/360 things (applies to ultramix2 onwards)
    • audio/video is available from the get-go
    • filesystem extraction: ExtractHEXFiles.py
      • NOTE: files have to be set up in a certain way for them to be extracted correctly: make a copy of the x_data binary file or rename it to "Game", and there also has to be another file named Game.csv which starts with fnameext,offset,length, then followed by the filename, offset and file length; there should be a .hbn file that has these, but the offset and length values have to be set to hex rather than decimal
  • for ultramix1
    • much like the other xbox/360 stuff, audio/video is available from the get-go
    • graphic/step file extraction: hex editor (trial and error)
  • for ps2 things
    • for audio: bemediaripper
    • bruteforce graphic extraction: ddr-tools
    • for anything else: no idea, ask someone else
  • for python 2 stuff
    • filesystem examination: pfsshell
    • compressed graphic extraction: hex editor / gobbletools
  • for hottest party 1 / disney grooves (mario mix too? haven't checked)
    • file extraction: quickbms + this script
    • step file conversion: no tool yet, have to do it manually
  • as for the mobile games, i have data for some of them (dance wars and the android version of ddr s) but i didn't find anything interesting
    --Tikal. (talk) 16:26, 28 December 2022 (UTC)

> Thank you so much for all that information. Really appreciated! | Locuuraa (talk) 28 December 2022.

Meteos DS

Hiya, I saw your work across the different Meteos games' pages. It's amazing work.

I'd like to ask, what tools did you use to extract such things and/or edit specifically Meteos DS?

In particular, what was the process of getting the IDLE, LAUNCH, and LOSE animations for the aliens and turning them into .png files?

I also wanted to try editing the ROM's planetary launch data on my own just for fun, but didn't quite know the best way.

If you could steer me in the right direction it'd be much appreciated, thank you! :)

--Jeralua (talk) 02:27, 29 January 2023 (UTC)

  • ok so
  • Regarding The Animations

they're not as much extractions as much as they're just taken from gameplay footage. the full process of how i did it goes as follows

1. Recording the videos
I disabled a bunch of graphic layers on DesMuMe and then recorded lossless videos of the animations being played during gameplay

2. Extracting the frames
I used ffmpeg to extract the individual frames of each video, so that they can be edited. I then deleted some images so that there's only images that make a proper looping animation

3. Making the collages
Most of the things here were done using this tool called imgmagick. It's a bit of a complicated process, to cut down the left and right sides into separate images, "glue" them together and then erase the black background

4. Making the animations
I used apngasm to create the apng files using each of the transparent animation frames, setting the frame interval to 1/60 each

and there you have it

  • Regarding the Parameters

there's a comprehensive guide i helped write up a while ago here. though i don't remember if you need permission to access it, if anything i can create a notes page for the game with what i know in the next couple of days or something
--Tikal. (talk) 16:42, 29 January 2023 (UTC)

Taiko no Tatsujin 2

Quick and excellent article!

By the way, I have a question: how did you decrypt the ROM? I was able to get some TIM files and sound effect files (by PSound) from the MAME memory dump, but this article seemed to indicate that the entire ROM had been analysed.

--Kagekiyo (talk) 20:37, 29 April 2023 (UTC)

  • this extremely handy script written by an extremely neat person (windy)
    you have to change the rom_files and scramble_order values if you want to extract from different games; you can find references for the latter on the system 10 mame driver page!
    --Tikal. (talk) 02:06, 30 April 2023 (UTC)
  • Wow! Thank you for the great script and explanation. I have successfully decrypted :D
    --Kagekiyo (talk) 14:23, 30 April 2023 (UTC)

DanceDanceRevolution Wii .bin files

Hi, i just saw your DDR Winx Club page and i just wanted to ask, did you manage to extract the .bin (sprites/models/textures) and if yes, how did you do it? Or did you used Dolphin Emulator option to dump the textures? The preceding unsigned comment was added by SheikP (talk • contribs)

  • dolphin to extract the filesystem
    a hex editor, vgmtoolbox and brawlbox to extract the textures
    these same procedures also apply to all hottest party games except for the first one and disney grooves
    --Tikal. (talk) 00:22, 16 August 2023 (UTC)

Crazy Dancing .dns files

Did you find out any way to convert .dns files to .sm format?

Or do you know how charts are encoded in the .dns files?

Thanks in advance
--locuuraa (talk) 23 November 2023.

  • Nope, haven't taken a look at this format yet
    --Tikal. (talk) 01:57, 24 November 2023 (UTC)
  • Thanks for your replay. So, are you planning to decode them?
    locuuraa (talk) 25 November 2023.
  • Maybe, but probably not this year since i've been very busy
    But if anything you can always look at those files with a hex editor and compare it with existing footage. That's kind of what i do most of the time
    --Tikal. (talk) 17:18, 26 November 2023 (UTC)