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		<title><![CDATA[The VG Resource - Ripping Help]]></title>
		<link>https://archive.vg-resource.com/</link>
		<description><![CDATA[The VG Resource - https://archive.vg-resource.com]]></description>
		<pubDate>Sat, 10 Oct 2026 09:52:38 +0000</pubDate>
		<generator>MyBB</generator>
		<item>
			<title><![CDATA[Red-Border Submission Not Being Accepted]]></title>
			<link>https://archive.vg-resource.com/thread-43779.html</link>
			<pubDate>Sat, 16 Aug 2025 02:35:43 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://archive.vg-resource.com/member.php?action=profile&uid=14402">Kramlack</a>]]></dc:creator>
			<guid isPermaLink="false">https://archive.vg-resource.com/thread-43779.html</guid>
			<description><![CDATA[Noticed today that two of my submissions have this bright red border around them, and keep getting ignored while my other submissions go through without problem. I've never seen this happen before. Is this some kind of error that needs resolving on my end?<br />
<br />
<img src="https://i.imgur.com/J6sCkHI.png" loading="lazy"  width="716" height="362" alt="[Image: J6sCkHI.png]" class="mycode_img" />]]></description>
			<content:encoded><![CDATA[Noticed today that two of my submissions have this bright red border around them, and keep getting ignored while my other submissions go through without problem. I've never seen this happen before. Is this some kind of error that needs resolving on my end?<br />
<br />
<img src="https://i.imgur.com/J6sCkHI.png" loading="lazy"  width="716" height="362" alt="[Image: J6sCkHI.png]" class="mycode_img" />]]></content:encoded>
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			<title><![CDATA[Tales of Phantasia (SNES) - Weird Sprite Behaviour?]]></title>
			<link>https://archive.vg-resource.com/thread-43771.html</link>
			<pubDate>Mon, 11 Aug 2025 00:55:48 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://archive.vg-resource.com/member.php?action=profile&uid=70002">Barack Obama</a>]]></dc:creator>
			<guid isPermaLink="false">https://archive.vg-resource.com/thread-43771.html</guid>
			<description><![CDATA[Emulator is bsnes-rawpalettes.<br />
<br />
The chameleon sprite below is bopping up &amp; down, but also stretches vertically while doing that. It does that even in Tile / Sprite Viewer:<br />
<img src="https://i.imgur.com/N6csdFE.png" loading="lazy"  alt="[Image: N6csdFE.png]" class="mycode_img" /><br />
<br />
Summon Spirits - Luna &amp; Origin:<br />
<a href="https://www.spriters-resource.com/snes/talephantasia/" target="_blank" rel="noopener" class="mycode_url">https://www.spriters-resource.com/snes/talephantasia/</a><br />
These two have the exact same effect, but I have no idea how Smithy ripped their original unstretched sprites.<br />
<br />
Here is a bsnes quicksave from the scene above:<br />
<a href="https://mega.nz/file/sNQVHShb#J06G__8FBdeJ7QfRtQ72znH1a_0ayGA17g77IHmxlcw" target="_blank" rel="noopener" class="mycode_url">https://mega.nz/file/sNQVHShb#J06G__8FBd...g77IHmxlcw</a><br />
<br />
Has anyone an idea what to do here?]]></description>
			<content:encoded><![CDATA[Emulator is bsnes-rawpalettes.<br />
<br />
The chameleon sprite below is bopping up &amp; down, but also stretches vertically while doing that. It does that even in Tile / Sprite Viewer:<br />
<img src="https://i.imgur.com/N6csdFE.png" loading="lazy"  alt="[Image: N6csdFE.png]" class="mycode_img" /><br />
<br />
Summon Spirits - Luna &amp; Origin:<br />
<a href="https://www.spriters-resource.com/snes/talephantasia/" target="_blank" rel="noopener" class="mycode_url">https://www.spriters-resource.com/snes/talephantasia/</a><br />
These two have the exact same effect, but I have no idea how Smithy ripped their original unstretched sprites.<br />
<br />
Here is a bsnes quicksave from the scene above:<br />
<a href="https://mega.nz/file/sNQVHShb#J06G__8FBdeJ7QfRtQ72znH1a_0ayGA17g77IHmxlcw" target="_blank" rel="noopener" class="mycode_url">https://mega.nz/file/sNQVHShb#J06G__8FBd...g77IHmxlcw</a><br />
<br />
Has anyone an idea what to do here?]]></content:encoded>
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			<title><![CDATA[Can someone help me with exporting these sprites correctly?]]></title>
			<link>https://archive.vg-resource.com/thread-43767.html</link>
			<pubDate>Sun, 10 Aug 2025 01:26:42 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://archive.vg-resource.com/member.php?action=profile&uid=115112">Linkle Ze</a>]]></dc:creator>
			<guid isPermaLink="false">https://archive.vg-resource.com/thread-43767.html</guid>
			<description><![CDATA[Hi everyone! I'm currently trying to rip from My Next Life as A Villainess: All Routes Lead to Doom- Pirates of Destruction and find that when I try to view or export sprites in Asset Studio (because the files came in bundles) that they're all stretched out and repeating:<br />
<!-- start: postbit_attachments_attachment -->
<br /><!-- start: attachment_icon -->
<img src="https://archive.vg-resource.com/images/attachtypes/image.png" title="PNG Image" border="0" alt=".png" />
<!-- end: attachment_icon -->&nbsp;&nbsp;<a href="attachment.php?aid=17692" target="_blank" title="">Screenshot 2025-08-09 201719.png</a> (Size: 241.6 KB / Downloads: 106)
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<br />
It's supposed to look like this (minus the expressions):<br />
<!-- start: postbit_attachments_attachment -->
<br /><!-- start: attachment_icon -->
<img src="https://archive.vg-resource.com/images/attachtypes/image.png" title="PNG Image" border="0" alt=".png" />
<!-- end: attachment_icon -->&nbsp;&nbsp;<a href="attachment.php?aid=17693" target="_blank" title="">Screenshot 2025-08-09 201803.png</a> (Size: 90.89 KB / Downloads: 108)
<!-- end: postbit_attachments_attachment --> <br />
<br />
<br />
I'm able to export a sheet of the textures with UABE but really would like to be able to export them separate seeing as it would be much easier to edit. Asset studio seems to get the dimensions on the sprites right but other then that it just looks weird.<br />
<br />
I don't know if this helps but the format of the textures is ASTC RGB 4X4.<br />
<br />
I'd really appreciate any help I can get, thank you!]]></description>
			<content:encoded><![CDATA[Hi everyone! I'm currently trying to rip from My Next Life as A Villainess: All Routes Lead to Doom- Pirates of Destruction and find that when I try to view or export sprites in Asset Studio (because the files came in bundles) that they're all stretched out and repeating:<br />
<!-- start: postbit_attachments_attachment -->
<br /><!-- start: attachment_icon -->
<img src="https://archive.vg-resource.com/images/attachtypes/image.png" title="PNG Image" border="0" alt=".png" />
<!-- end: attachment_icon -->&nbsp;&nbsp;<a href="attachment.php?aid=17692" target="_blank" title="">Screenshot 2025-08-09 201719.png</a> (Size: 241.6 KB / Downloads: 106)
<!-- end: postbit_attachments_attachment --> <br />
<br />
It's supposed to look like this (minus the expressions):<br />
<!-- start: postbit_attachments_attachment -->
<br /><!-- start: attachment_icon -->
<img src="https://archive.vg-resource.com/images/attachtypes/image.png" title="PNG Image" border="0" alt=".png" />
<!-- end: attachment_icon -->&nbsp;&nbsp;<a href="attachment.php?aid=17693" target="_blank" title="">Screenshot 2025-08-09 201803.png</a> (Size: 90.89 KB / Downloads: 108)
<!-- end: postbit_attachments_attachment --> <br />
<br />
<br />
I'm able to export a sheet of the textures with UABE but really would like to be able to export them separate seeing as it would be much easier to edit. Asset studio seems to get the dimensions on the sprites right but other then that it just looks weird.<br />
<br />
I don't know if this helps but the format of the textures is ASTC RGB 4X4.<br />
<br />
I'd really appreciate any help I can get, thank you!]]></content:encoded>
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		<item>
			<title><![CDATA[How do I rip sprites from GBA games?]]></title>
			<link>https://archive.vg-resource.com/thread-43765.html</link>
			<pubDate>Sat, 09 Aug 2025 07:34:51 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://archive.vg-resource.com/member.php?action=profile&uid=122686">alphabetlorefan2003</a>]]></dc:creator>
			<guid isPermaLink="false">https://archive.vg-resource.com/thread-43765.html</guid>
			<description><![CDATA[So uhh, I am basically trying to rip every sprite in WarioWare, Inc.: Mega Microgame&#36;!, but there's one problem: how can I rip the sprites? Now, I could just use VBA's OAM viewer but the thing is that I can't rip the sprites that aren't visible, and there are also unused stuff in some microgames (like Mountain Mountin' which has an unused walking animation) that I want to rip, which I can't with the viewer because well, those sprites are unused.]]></description>
			<content:encoded><![CDATA[So uhh, I am basically trying to rip every sprite in WarioWare, Inc.: Mega Microgame&#36;!, but there's one problem: how can I rip the sprites? Now, I could just use VBA's OAM viewer but the thing is that I can't rip the sprites that aren't visible, and there are also unused stuff in some microgames (like Mountain Mountin' which has an unused walking animation) that I want to rip, which I can't with the viewer because well, those sprites are unused.]]></content:encoded>
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			<title><![CDATA[Lawnmower Man SNES/Genesis: Virtual Worlds]]></title>
			<link>https://archive.vg-resource.com/thread-43760.html</link>
			<pubDate>Wed, 06 Aug 2025 03:50:17 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://archive.vg-resource.com/member.php?action=profile&uid=101477">Keenfan1990</a>]]></dc:creator>
			<guid isPermaLink="false">https://archive.vg-resource.com/thread-43760.html</guid>
			<description><![CDATA[Hello there! As you may or may not know, I've spent the last few months ripping the Lawnmower Man games for SNES, Genesis, Gameboy, and Sega CD. Although most of it is relatively self-explanatory, there is one section I'm having trouble with. The SNES and Genesis versions both have these "Virtual World" sections where you're flying Superman-style through these cardboard cutout-looking landscapes. I have come to inquire if it is actually possible to rip the scenery from these sections, as I'm having no luck with either version. The "cutouts" don't appear anywhere in the CHR-ROM tile data, and trying to use the nametable/PPU viewers results in them being extremely stretched out and suffering from inconsistent pixel sizes due to the scaling. Is there a way to actually get these sections into a usable state, or is it a lost cause? <br />
<br />
And before anyone asks, these parts do not utilize Mode 7. I've also attached images to try and illustrate my plight.<br />
<br />
<!-- start: postbit_attachments_attachment -->
<br /><!-- start: attachment_icon -->
<img src="https://archive.vg-resource.com/images/attachtypes/image.png" title="PNG Image" border="0" alt=".png" />
<!-- end: attachment_icon -->&nbsp;&nbsp;<a href="attachment.php?aid=17684" target="_blank" title="">LawnGen.PNG</a> (Size: 19.71 KB / Downloads: 147)
<!-- end: postbit_attachments_attachment --> <!-- start: postbit_attachments_attachment -->
<br /><!-- start: attachment_icon -->
<img src="https://archive.vg-resource.com/images/attachtypes/image.png" title="PNG Image" border="0" alt=".png" />
<!-- end: attachment_icon -->&nbsp;&nbsp;<a href="attachment.php?aid=17685" target="_blank" title="">LawnSNES.PNG</a> (Size: 29.36 KB / Downloads: 126)
<!-- end: postbit_attachments_attachment -->]]></description>
			<content:encoded><![CDATA[Hello there! As you may or may not know, I've spent the last few months ripping the Lawnmower Man games for SNES, Genesis, Gameboy, and Sega CD. Although most of it is relatively self-explanatory, there is one section I'm having trouble with. The SNES and Genesis versions both have these "Virtual World" sections where you're flying Superman-style through these cardboard cutout-looking landscapes. I have come to inquire if it is actually possible to rip the scenery from these sections, as I'm having no luck with either version. The "cutouts" don't appear anywhere in the CHR-ROM tile data, and trying to use the nametable/PPU viewers results in them being extremely stretched out and suffering from inconsistent pixel sizes due to the scaling. Is there a way to actually get these sections into a usable state, or is it a lost cause? <br />
<br />
And before anyone asks, these parts do not utilize Mode 7. I've also attached images to try and illustrate my plight.<br />
<br />
<!-- start: postbit_attachments_attachment -->
<br /><!-- start: attachment_icon -->
<img src="https://archive.vg-resource.com/images/attachtypes/image.png" title="PNG Image" border="0" alt=".png" />
<!-- end: attachment_icon -->&nbsp;&nbsp;<a href="attachment.php?aid=17684" target="_blank" title="">LawnGen.PNG</a> (Size: 19.71 KB / Downloads: 147)
<!-- end: postbit_attachments_attachment --> <!-- start: postbit_attachments_attachment -->
<br /><!-- start: attachment_icon -->
<img src="https://archive.vg-resource.com/images/attachtypes/image.png" title="PNG Image" border="0" alt=".png" />
<!-- end: attachment_icon -->&nbsp;&nbsp;<a href="attachment.php?aid=17685" target="_blank" title="">LawnSNES.PNG</a> (Size: 29.36 KB / Downloads: 126)
<!-- end: postbit_attachments_attachment -->]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Dragon Quest Heroes: Rocket Slime tilemap ripping project]]></title>
			<link>https://archive.vg-resource.com/thread-43750.html</link>
			<pubDate>Fri, 01 Aug 2025 00:09:43 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://archive.vg-resource.com/member.php?action=profile&uid=132985">Ducktor</a>]]></dc:creator>
			<guid isPermaLink="false">https://archive.vg-resource.com/thread-43750.html</guid>
			<description><![CDATA[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.<br />
<br />
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.<br />
<br />
Here's what I'm currently working on (note the settings I'm using):<br />
<img src="https://i.imgur.com/4JnYdNX.png" loading="lazy"  alt="[Image: 4JnYdNX.png]" class="mycode_img" /><br />
<br />
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.<br />
<br />
Here's how far I am in ripping the tileset w/ correct colors:<br />
<img src="https://i.imgur.com/IDyXxgn.png" loading="lazy"  alt="[Image: IDyXxgn.png]" class="mycode_img" /><br />
<br />
<br />
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.]]></description>
			<content:encoded><![CDATA[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.<br />
<br />
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.<br />
<br />
Here's what I'm currently working on (note the settings I'm using):<br />
<img src="https://i.imgur.com/4JnYdNX.png" loading="lazy"  alt="[Image: 4JnYdNX.png]" class="mycode_img" /><br />
<br />
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.<br />
<br />
Here's how far I am in ripping the tileset w/ correct colors:<br />
<img src="https://i.imgur.com/IDyXxgn.png" loading="lazy"  alt="[Image: IDyXxgn.png]" class="mycode_img" /><br />
<br />
<br />
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.]]></content:encoded>
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			<title><![CDATA[How do you rip the spirits from Rabbit?]]></title>
			<link>https://archive.vg-resource.com/thread-43749.html</link>
			<pubDate>Wed, 30 Jul 2025 20:09:41 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://archive.vg-resource.com/member.php?action=profile&uid=66704">cho</a>]]></dc:creator>
			<guid isPermaLink="false">https://archive.vg-resource.com/thread-43749.html</guid>
			<description><![CDATA[i'll keep it short and sweet. i've been wanting my hands on the beast spirits from <a href="https://wiki.supercombo.gg/w/Rabbit" target="_blank" rel="noopener" class="mycode_url">Rabbit</a>, but it doesn't seem all that easy compared to most other games. i've tried using FBNeo's shot factory, but the player characters and the beast spirits are on the same sprite layer. i also looked into the saturn port and i did get better results, but the sprites seem to be generally inferior to the arcade version...<br />
<br />
a few of the beast spirits <a href="https://www.spriters-resource.com/arcade/rabbit/" target="_blank" rel="noopener" class="mycode_url">have already been ripped</a>, but i can't really seem to find the person that uploaded them on the vg resource. how do i go about ripping these? sorry if this is kind of obvious, i'm a huge newbie when it comes to ripping arcade games. i don't necessarily even want a whole sheet either, just a few sprites here and there of each one.]]></description>
			<content:encoded><![CDATA[i'll keep it short and sweet. i've been wanting my hands on the beast spirits from <a href="https://wiki.supercombo.gg/w/Rabbit" target="_blank" rel="noopener" class="mycode_url">Rabbit</a>, but it doesn't seem all that easy compared to most other games. i've tried using FBNeo's shot factory, but the player characters and the beast spirits are on the same sprite layer. i also looked into the saturn port and i did get better results, but the sprites seem to be generally inferior to the arcade version...<br />
<br />
a few of the beast spirits <a href="https://www.spriters-resource.com/arcade/rabbit/" target="_blank" rel="noopener" class="mycode_url">have already been ripped</a>, but i can't really seem to find the person that uploaded them on the vg resource. how do i go about ripping these? sorry if this is kind of obvious, i'm a huge newbie when it comes to ripping arcade games. i don't necessarily even want a whole sheet either, just a few sprites here and there of each one.]]></content:encoded>
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		<item>
			<title><![CDATA[What 2D Sprite should i rip?]]></title>
			<link>https://archive.vg-resource.com/thread-43742.html</link>
			<pubDate>Mon, 28 Jul 2025 14:58:02 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://archive.vg-resource.com/member.php?action=profile&uid=132389">Gaimer96</a>]]></dc:creator>
			<guid isPermaLink="false">https://archive.vg-resource.com/thread-43742.html</guid>
			<description><![CDATA[What 2D Sprite should i rip?<br />
Because every game i see has every sprite arleady done]]></description>
			<content:encoded><![CDATA[What 2D Sprite should i rip?<br />
Because every game i see has every sprite arleady done]]></content:encoded>
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		<item>
			<title><![CDATA[how do i rip assets from .bin files?]]></title>
			<link>https://archive.vg-resource.com/thread-43738.html</link>
			<pubDate>Sat, 26 Jul 2025 12:44:19 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://archive.vg-resource.com/member.php?action=profile&uid=130913">Willowgamesnstuff</a>]]></dc:creator>
			<guid isPermaLink="false">https://archive.vg-resource.com/thread-43738.html</guid>
			<description><![CDATA[im VERY new to any kind of ripping as its not my thing at all but ive been playing Umamusume Party Dash lately and the sprites are so beautiful. unfortunately, they arent on here so i wanted to see what i could do. so far, ive gotten like 3 sprites dont (all stolen from the website's files) that ive been respriting to be a smaller size (like to pixel scale i think? not too sure what the word is) anyway, theres a ton more sprites but all of the "asset" folder's files are .bin that i have no experience with ripping (to be fair im used to .win files and using utmt to rip them but you know what i mean) anything i can do to get the sprites from these files as these are the only files i can think of that would have the sprites. any help would be greatly appreciated, thanks !  <img src="https://archive.vg-resource.com/images/custom_smilies/biggrin.png" alt="Big Grin" title="Big Grin" class="smilie smilie_4" />  <br />
<br />
(image for reference of the files, they're in the steamapps files but i did check the local game files and theres nothing there either)<br /><!-- start: postbit_attachments_attachment -->
<br /><!-- start: attachment_icon -->
<img src="https://archive.vg-resource.com/images/attachtypes/image.png" title="PNG Image" border="0" alt=".png" />
<!-- end: attachment_icon -->&nbsp;&nbsp;<a href="attachment.php?aid=17657" target="_blank" title="">image_2025-07-26_134332587.png</a> (Size: 66.05 KB / Downloads: 193)
<!-- end: postbit_attachments_attachment -->]]></description>
			<content:encoded><![CDATA[im VERY new to any kind of ripping as its not my thing at all but ive been playing Umamusume Party Dash lately and the sprites are so beautiful. unfortunately, they arent on here so i wanted to see what i could do. so far, ive gotten like 3 sprites dont (all stolen from the website's files) that ive been respriting to be a smaller size (like to pixel scale i think? not too sure what the word is) anyway, theres a ton more sprites but all of the "asset" folder's files are .bin that i have no experience with ripping (to be fair im used to .win files and using utmt to rip them but you know what i mean) anything i can do to get the sprites from these files as these are the only files i can think of that would have the sprites. any help would be greatly appreciated, thanks !  <img src="https://archive.vg-resource.com/images/custom_smilies/biggrin.png" alt="Big Grin" title="Big Grin" class="smilie smilie_4" />  <br />
<br />
(image for reference of the files, they're in the steamapps files but i did check the local game files and theres nothing there either)<br /><!-- start: postbit_attachments_attachment -->
<br /><!-- start: attachment_icon -->
<img src="https://archive.vg-resource.com/images/attachtypes/image.png" title="PNG Image" border="0" alt=".png" />
<!-- end: attachment_icon -->&nbsp;&nbsp;<a href="attachment.php?aid=17657" target="_blank" title="">image_2025-07-26_134332587.png</a> (Size: 66.05 KB / Downloads: 193)
<!-- end: postbit_attachments_attachment -->]]></content:encoded>
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			<title><![CDATA[KCAP archives?]]></title>
			<link>https://archive.vg-resource.com/thread-43733.html</link>
			<pubDate>Wed, 23 Jul 2025 05:13:10 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://archive.vg-resource.com/member.php?action=profile&uid=114851">startropicz</a>]]></dc:creator>
			<guid isPermaLink="false">https://archive.vg-resource.com/thread-43733.html</guid>
			<description><![CDATA[i'm trying to rip sprites from <span style="font-style: italic;" class="mycode_i">L: The ProLogue to Death Note</span> (NDS) and i've hit a roadblock it seems<br />
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?<br />
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.<br />
<br />
for those wanting to look at the hex data to get a better grasp, <a href="https://mega.nz/file/dutCyJDA#qDuja7OMNSwqSrhWpN19nEKGTMBmNsrSq9nMFrVNdd4" target="_blank" rel="noopener" class="mycode_url">here</a> is one of the files i want to rip stuff from the most.<br />
<br />
any and all help is greatly appreciated!]]></description>
			<content:encoded><![CDATA[i'm trying to rip sprites from <span style="font-style: italic;" class="mycode_i">L: The ProLogue to Death Note</span> (NDS) and i've hit a roadblock it seems<br />
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?<br />
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.<br />
<br />
for those wanting to look at the hex data to get a better grasp, <a href="https://mega.nz/file/dutCyJDA#qDuja7OMNSwqSrhWpN19nEKGTMBmNsrSq9nMFrVNdd4" target="_blank" rel="noopener" class="mycode_url">here</a> is one of the files i want to rip stuff from the most.<br />
<br />
any and all help is greatly appreciated!]]></content:encoded>
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		<item>
			<title><![CDATA[Help with ripping Mighty Gunvolt Burst sprites and background)]]></title>
			<link>https://archive.vg-resource.com/thread-43731.html</link>
			<pubDate>Tue, 22 Jul 2025 03:02:34 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://archive.vg-resource.com/member.php?action=profile&uid=123403">No Handed Man</a>]]></dc:creator>
			<guid isPermaLink="false">https://archive.vg-resource.com/thread-43731.html</guid>
			<description><![CDATA[<span style="font-weight: bold;" class="mycode_b">H</span>i there, I have been trying the few d<span style="font-weight: bold;" class="mycode_b">a</span>ys to rip off certain tiles, backgro<span style="font-weight: bold;" class="mycode_b">n</span>ds, and some sfx if possible of the game Mighty Gunvolt Burst, I noticed my  first sight that if wanted to rip them fast and precise I would nee<span style="font-weight: bold;" class="mycode_b">d</span> to get a little of help from an expert on the fi<span style="font-weight: bold;" class="mycode_b">e</span>ld. So far I trie<span style="font-weight: bold;" class="mycode_b">d</span> to take screenshoots of the game and then try to re-construct them to be as similar as possible to the og ones.<br />
<br />
<img src="https://i.imgur.com/3rKlusk.png" loading="lazy"  alt="[Image: 3rKlusk.png]" class="mycode_img" /><br />
But I'm sure there is another easier process rather than doing this. hell, I cant even get the backgrounds so there must be something I must be missing.<br />
Please, any suggestions??????]]></description>
			<content:encoded><![CDATA[<span style="font-weight: bold;" class="mycode_b">H</span>i there, I have been trying the few d<span style="font-weight: bold;" class="mycode_b">a</span>ys to rip off certain tiles, backgro<span style="font-weight: bold;" class="mycode_b">n</span>ds, and some sfx if possible of the game Mighty Gunvolt Burst, I noticed my  first sight that if wanted to rip them fast and precise I would nee<span style="font-weight: bold;" class="mycode_b">d</span> to get a little of help from an expert on the fi<span style="font-weight: bold;" class="mycode_b">e</span>ld. So far I trie<span style="font-weight: bold;" class="mycode_b">d</span> to take screenshoots of the game and then try to re-construct them to be as similar as possible to the og ones.<br />
<br />
<img src="https://i.imgur.com/3rKlusk.png" loading="lazy"  alt="[Image: 3rKlusk.png]" class="mycode_img" /><br />
But I'm sure there is another easier process rather than doing this. hell, I cant even get the backgrounds so there must be something I must be missing.<br />
Please, any suggestions??????]]></content:encoded>
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		<item>
			<title><![CDATA[Fixing These Sprites]]></title>
			<link>https://archive.vg-resource.com/thread-43728.html</link>
			<pubDate>Mon, 21 Jul 2025 16:23:19 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://archive.vg-resource.com/member.php?action=profile&uid=126112">Charles29</a>]]></dc:creator>
			<guid isPermaLink="false">https://archive.vg-resource.com/thread-43728.html</guid>
			<description><![CDATA[Hello, so I've been ripping stuff from this Nickelodeon flash game called Super Brawl 3 (Which also runs Unity for most of the assets in the game) through AssetStudioGUI but the main issue I've had when doing so in the process is the layout of these sprites which looks very disorganized (Images will be provided below) and I need to know what data file holds the atlas layout and how do I fix them in a way that I could go submit to the site and so they match the way they do in-game?<br /><!-- start: postbit_attachments_attachment -->
<br /><!-- start: attachment_icon -->
<img src="https://archive.vg-resource.com/images/attachtypes/image.png" title="PNG Image" border="0" alt=".png" />
<!-- end: attachment_icon -->&nbsp;&nbsp;<a href="attachment.php?aid=17645" target="_blank" title="">atlas0 #4782.png</a> (Size: 350.73 KB / Downloads: 136)
<!-- end: postbit_attachments_attachment --><br /><!-- start: postbit_attachments_attachment -->
<br /><!-- start: attachment_icon -->
<img src="https://archive.vg-resource.com/images/attachtypes/image.png" title="PNG Image" border="0" alt=".png" />
<!-- end: attachment_icon -->&nbsp;&nbsp;<a href="attachment.php?aid=17646" target="_blank" title="">atlas0 #1548.png</a> (Size: 260.13 KB / Downloads: 113)
<!-- end: postbit_attachments_attachment --><br /><!-- start: postbit_attachments_attachment -->
<br /><!-- start: attachment_icon -->
<img src="https://archive.vg-resource.com/images/attachtypes/image.png" title="PNG Image" border="0" alt=".png" />
<!-- end: attachment_icon -->&nbsp;&nbsp;<a href="attachment.php?aid=17647" target="_blank" title="">atlas0 #1988.png</a> (Size: 224.3 KB / Downloads: 131)
<!-- end: postbit_attachments_attachment -->]]></description>
			<content:encoded><![CDATA[Hello, so I've been ripping stuff from this Nickelodeon flash game called Super Brawl 3 (Which also runs Unity for most of the assets in the game) through AssetStudioGUI but the main issue I've had when doing so in the process is the layout of these sprites which looks very disorganized (Images will be provided below) and I need to know what data file holds the atlas layout and how do I fix them in a way that I could go submit to the site and so they match the way they do in-game?<br /><!-- start: postbit_attachments_attachment -->
<br /><!-- start: attachment_icon -->
<img src="https://archive.vg-resource.com/images/attachtypes/image.png" title="PNG Image" border="0" alt=".png" />
<!-- end: attachment_icon -->&nbsp;&nbsp;<a href="attachment.php?aid=17645" target="_blank" title="">atlas0 #4782.png</a> (Size: 350.73 KB / Downloads: 136)
<!-- end: postbit_attachments_attachment --><br /><!-- start: postbit_attachments_attachment -->
<br /><!-- start: attachment_icon -->
<img src="https://archive.vg-resource.com/images/attachtypes/image.png" title="PNG Image" border="0" alt=".png" />
<!-- end: attachment_icon -->&nbsp;&nbsp;<a href="attachment.php?aid=17646" target="_blank" title="">atlas0 #1548.png</a> (Size: 260.13 KB / Downloads: 113)
<!-- end: postbit_attachments_attachment --><br /><!-- start: postbit_attachments_attachment -->
<br /><!-- start: attachment_icon -->
<img src="https://archive.vg-resource.com/images/attachtypes/image.png" title="PNG Image" border="0" alt=".png" />
<!-- end: attachment_icon -->&nbsp;&nbsp;<a href="attachment.php?aid=17647" target="_blank" title="">atlas0 #1988.png</a> (Size: 224.3 KB / Downloads: 131)
<!-- end: postbit_attachments_attachment -->]]></content:encoded>
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			<title><![CDATA[Ender Lilies help Spine/json/atlas]]></title>
			<link>https://archive.vg-resource.com/thread-43727.html</link>
			<pubDate>Thu, 17 Jul 2025 21:59:30 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://archive.vg-resource.com/member.php?action=profile&uid=132433">leongest</a>]]></dc:creator>
			<guid isPermaLink="false">https://archive.vg-resource.com/thread-43727.html</guid>
			<description><![CDATA[I'm trying to rip a game (Ender Lilies) for the first time for the purpose of studying Spine animations. The game engine is Unreal Engine 4, and Spine is more commonly used in Unity.<br />
<br />
I used the software FModel and UModel to extract the character files, but both only gave me .uasset files.<br />
I saw some comments saying that Unreal handles 2D files differently or something like that, so I'm a bit lost on how to proceed.<br />
<br />
Can somebody help me, please?<br />
Thanks in advance!]]></description>
			<content:encoded><![CDATA[I'm trying to rip a game (Ender Lilies) for the first time for the purpose of studying Spine animations. The game engine is Unreal Engine 4, and Spine is more commonly used in Unity.<br />
<br />
I used the software FModel and UModel to extract the character files, but both only gave me .uasset files.<br />
I saw some comments saying that Unreal handles 2D files differently or something like that, so I'm a bit lost on how to proceed.<br />
<br />
Can somebody help me, please?<br />
Thanks in advance!]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Fighter Maker 95 Ripping Help!]]></title>
			<link>https://archive.vg-resource.com/thread-43708.html</link>
			<pubDate>Thu, 10 Jul 2025 05:54:33 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://archive.vg-resource.com/member.php?action=profile&uid=132134">run</a>]]></dc:creator>
			<guid isPermaLink="false">https://archive.vg-resource.com/thread-43708.html</guid>
			<description><![CDATA[So just recently, I discovered an old obscure fighting game made by Team GrisGris (the people who made Corpse Party), and I thought it'd be neat ripping the sprites from it. But the thing is, the game uses Fighter Maker 95, and ripping from this engine has only been discussed about once, but no clear answer in that thread. (Also the header of the .kgt file is KGTGAME as opposed to 2DKGT95, which prevents me from opening it in the FM95 editor). So yeah, help ripping sprites from a .player file would be neat (and also .bg and .demo files)]]></description>
			<content:encoded><![CDATA[So just recently, I discovered an old obscure fighting game made by Team GrisGris (the people who made Corpse Party), and I thought it'd be neat ripping the sprites from it. But the thing is, the game uses Fighter Maker 95, and ripping from this engine has only been discussed about once, but no clear answer in that thread. (Also the header of the .kgt file is KGTGAME as opposed to 2DKGT95, which prevents me from opening it in the FM95 editor). So yeah, help ripping sprites from a .player file would be neat (and also .bg and .demo files)]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[River City Renegade]]></title>
			<link>https://archive.vg-resource.com/thread-43698.html</link>
			<pubDate>Tue, 01 Jul 2025 12:07:17 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://archive.vg-resource.com/member.php?action=profile&uid=17883">nemesislivezx</a>]]></dc:creator>
			<guid isPermaLink="false">https://archive.vg-resource.com/thread-43698.html</guid>
			<description><![CDATA[Hello<br />
Does anyone know how to extract sprites from River City Renegade (Shodai Nekketsu Kouha Kunio-kun)?<br />
<iframe width="560" height="315" src="//www.youtube-nocookie.com/embed/vW1VuJZbTgE" frameborder="0" allowfullscreen="true"></iframe><br />
<iframe width="560" height="315" src="//www.youtube-nocookie.com/embed/-sguH_5YyIA" frameborder="0" allowfullscreen="true"></iframe>]]></description>
			<content:encoded><![CDATA[Hello<br />
Does anyone know how to extract sprites from River City Renegade (Shodai Nekketsu Kouha Kunio-kun)?<br />
<iframe width="560" height="315" src="//www.youtube-nocookie.com/embed/vW1VuJZbTgE" frameborder="0" allowfullscreen="true"></iframe><br />
<iframe width="560" height="315" src="//www.youtube-nocookie.com/embed/-sguH_5YyIA" frameborder="0" allowfullscreen="true"></iframe>]]></content:encoded>
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