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Dragon Quest Heroes: Rocket Slime tilemap ripping project - 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: Dragon Quest Heroes: Rocket Slime tilemap ripping project (/thread-43750.html) |
Dragon Quest Heroes: Rocket Slime tilemap ripping project - Ducktor - 07-31-2025 Hi. I'm currently in the process of ripping tilemaps/tilesets directly from the binary files of the DS game Dragon Quest Heroes: Rocket Slime. I'm specifcally talking about the tiles that make up maps, rather than the maps themselves. I'm wondering if there's any more experienced rippers who could give me some pointers and or help with the project itself. I'm using TiledGGD for ripping and currently I have found quite a few graphics in the .bin files, but they require quite a bit of processing to get right. Here's what I'm currently working on (note the settings I'm using): ![]() This one of the tilesets for the interior of one of the various tanks in the game, specifically flucifers tank in the final boss tank battle. I've found the palette (which has been quite a difficult thing to do, the palettes don't seemed to be stored in any sort of sensible way) but it appears that different part of the tilesets use different part of the palettes so I've been having to slowly go through each part of the palette and compare in an emulator to determine accuracy. Here's how far I am in ripping the tileset w/ correct colors: ![]() I'm wondering if there's any more experienced rippers (especially ones with specific experience in ripping directly from ROM/binary files) could give some tips. Why does it seem that different parts of the tileset use different palettes, requiring me to slowly piece together the tileset correctly. RE: Dragon Quest Heroes: Rocket Slime tilemap ripping project - Ducktor - 07-31-2025 Here's a small tileset I found with the palette stored right before the graphics that seems to be correc:
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