![]() ![]() Shifting bits left might be easier/better than shifting them to the left for the game's engine, so they store the palettes as dark and just light them up when needed. The only reason I can think of for storing it like that is possibly so that it's easier for when sprites need to look darker (like in a shadow or dimly lit room, I dunno). The palette files are indeed weird, I thought there might be a more reasonable method for getting the right colours but as you said, it just seems to be that you have to multiply it by 8 (or, shift 3 bits left). csr files, they have the image dimensions at 0x20 as two 2-byte integers, most of the time it's 0x80 times 0x80 (so 128x128). They probably do have some sort of frame or piece grabbing info but these are sheetable without that, it'll just take some manual work. opd files but it's not at all clear how to read them. To open the files, Puggsoy was really nice to make a program to use for ripping the sprites of the game! Give it a go! Sprites + Surfaces: !kQ1n3Ioa!1t5Rju498o.m3y7wlayrc Sprites only: !AEtGkAqD!Pkqwwf4EE3.4lVSAjWjKw The second one also includes stage and menu surfaces, taking 125mb. There are two variations: The first one is 11mb, only with sprites. I don't want to reserve making the sprites or sprite sheets any way myself, so if anyone wants to make the sprite sheets to the site, feel free to do so. Here is the raw sprite data to be used from the game. I wonder if this is close enough to make a spritesheet for the site? col files containing the palettes are in the same folder, only too dark.Īs xb360 doesn't have an emulator, I can't confirm these too well, but the player palettes seemed to be correct looking on real console. Everything that is made in the CSR files should be readable, as the. I might do some rips from the game soon, as using these techniques, ripping is pretty easy. Here are few examples of the other, in-game palettes for Julius. Especially noticable on Jonathan, his sprite's outline looked dark gray on DS, black on HD.Īnd yes, rest of the palettes work as well. ![]() The colors are off ~8 values, since the values needed to be multiplied by 8. I would say this is close to the DS palette. I made a little program, which starts reading the palettes at offset 0x20, and multiplies every color by 8. The palettes, for some RANDOM reason are too dark. In the end, you will get out an image looking something like this: The palettes start at offset 0x20, containing 16 colors each. Load any csr file on tiledGGD, and set stuff like this: Doesn't seem to contain sprites/palettes.Īnyhow, to get stuff working. opd files are most probably files that align and set what needs to be read. These files are too dark, and every value needs to be multipled by 8 in order for them to work. The game sprite data, which aren't surfaces, consist of three files. Yes, I know most of the sprites are 1 to 1 copies from DS games or other source material, but the files are pretty nicely organized, and once I figured out the palette files, they should have correct colors aswell, which is hell to figure out on DS files. I have been checking around the datafiles in Castlevania HD, and I was able to figure out the way they work, using TiledGGD. EDIT: Post now includes raw sprite data on the bottom, including DLCs.ĮDIT2: Added Puggsoy's sprite ripper to bottom.ĮDIT3: Updated download link for the program - PM me if the link isn't working ![]()
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |