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KCAP archives? - Printable Version +- The VG Resource (https://archive.vg-resource.com) +-- Forum: The Resources (https://archive.vg-resource.com/forum-109.html) +--- Forum: The Spriters Resource (https://archive.vg-resource.com/forum-110.html) +---- Forum: Ripping Help (https://archive.vg-resource.com/forum-114.html) +---- Thread: KCAP archives? (/thread-43733.html) |
KCAP archives? - startropicz - 07-23-2025 i'm trying to rip sprites from L: The ProLogue to Death Note (NDS) and i've hit a roadblock it seems after decompiling the rom, it seems all of the files in it are in generic .bin files. in hexeditors, the files seem to all start with KCAP as a magic header, sometimes KCAP@ or KCAPA? i think they have the spritesheets? usually it'll be something like KCAP, the next magic header is also KCAP, then the stuff inside the KCAPs that are inside the main KCAP are sprite information (RCSN/NRCS, RGCN, RAHC, RLCN, TTLP; these types of signatures) but when i'm viewing them inside of tinke, ct2, and tiledggd, i'm getting lots of things that look like nothing. i can't tell if there's compression or not? i'm not at all familiar with DS ripping, only 3DS. tinke says it recognized only 3% of files in the rom, and it has [KCAP] next to a lot of the bin files, but when i try to decompress, it says it isn't compressed, and when i try to unpack, it gives me bin files with either no data or gibberish data. for those wanting to look at the hex data to get a better grasp, here is one of the files i want to rip stuff from the most. any and all help is greatly appreciated! |