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Ripping SF2 HD Turbo/BlazBlue sprites (Read 57348 times)

Started by Ashurex, June 16, 2009, 06:32:36 am
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Re: Ripping SF2 HD Turbo/BlazBlue sprites
#61  January 16, 2010, 11:05:03 pm
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Last Edit: January 16, 2010, 11:24:02 pm by Freezeman
Re: Ripping SF2 HD Turbo/BlazBlue sprites
#62  January 16, 2010, 11:42:53 pm
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A non stance image or so would have been a little more interesting than sounds. AFAIK sounds have been ok for a while now.


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Re: Ripping SF2 HD Turbo/BlazBlue sprites
#63  January 16, 2010, 11:48:16 pm
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A non stance image or so would have been a little more interesting than sounds. AFAIK sounds have been ok for a while now.

Actually, AFAIK, the only method to rip right now is using audio-in and analog cables. This is much better.
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Re: Ripping SF2 HD Turbo/BlazBlue sprites
#64  January 17, 2010, 12:18:59 am
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A non stance image or so would have been a little more interesting than sounds. AFAIK sounds have been ok for a while now.

Actually, AFAIK, the only method to rip right now is using audio-in and analog cables. This is much better.
BB Sound Check> Audio cables> Female 2 Female adapter> Audio Cables 2 3.5mm> into mic jack> Audacity is the way I'm currently doing it and it produces pretty solid results. But direct ripping in this form would rawk.

I can upload some sounds for you what characters sounds do you want?
Here is a sample voice pack
http://www.sendspace.com/file/u6zgcn
While the story dialogue is cool and all, I think most people are concerned about the battle sound effects.
Last Edit: January 17, 2010, 12:22:18 am by Hoshi
Re: Ripping SF2 HD Turbo/BlazBlue sprites
#65  January 17, 2010, 12:29:50 am
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I posted everything needed to convert the sounds directly i am working on how to convert the bmp images ill post them when i have an automated way to do it.
I can blank out the backgrounds so they would all be a solid color for direct ripping also.
Re: Ripping SF2 HD Turbo/BlazBlue sprites
#66  January 17, 2010, 12:41:00 am
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Re: Ripping SF2 HD Turbo/BlazBlue sprites
#67  January 17, 2010, 01:04:51 am
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I'd get the PAC files myself to test it out, but I'm not gonna waste 8GB for a torrent of a 360 game I already have on my PS3 just for one file, being char_bn_img.pac. D:
Re: Ripping SF2 HD Turbo/BlazBlue sprites
#68  January 17, 2010, 02:27:01 pm
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Re: Ripping SF2 HD Turbo/BlazBlue sprites
#69  January 17, 2010, 03:50:08 pm
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OMFG!  :sugoi:

You really did it!  ;D

now, when you may have ready a complete spritesheet? lol  :P
Re: Ripping SF2 HD Turbo/BlazBlue sprites
#70  January 17, 2010, 05:19:17 pm
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It's not that I don't believe, it's that I want the actual source file, but BB is just too fucking huge for my HDD right now.

Also, after seeing the samples, I am incredibly amazed. Holy fuck, this is amazing. .___.
Re: Ripping SF2 HD Turbo/BlazBlue sprites
#71  January 17, 2010, 05:26:44 pm
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Sounds like you're just jealous that Duke Nukem has a bigger dick and gets ALL the bitches.
Re: Ripping SF2 HD Turbo/BlazBlue sprites
#72  January 17, 2010, 05:33:46 pm
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Re: Ripping SF2 HD Turbo/BlazBlue sprites
#73  February 06, 2010, 04:50:23 pm
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Karasuman, I din't found anything in there. there was 2 files for ragna that I allready have. one of them have the effects for ragna, including something that appears to be only one hit spark, but nothing more.

I need the sprites for the blood hits, hyper activations, hits and guards sparks, etc.

Edit: ????? what the... ??
Lots of posts where erased or something like that??

Edit 2: aahh, the topic was almost completely moved, I get it.
Last Edit: February 06, 2010, 04:54:57 pm by daimonmau
Re: Ripping SF2 HD Turbo/BlazBlue sprites
#74  February 16, 2010, 08:59:35 am
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Note for others trying to do the same: If you're using the Continuum Shift files, you don't need to use xbdecompress, and make sure to change the endianness to 'little' in Freezeman's script
Re: Ripping SF2 HD Turbo/BlazBlue sprites
#75  February 20, 2010, 04:38:44 pm
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There's an entirely different script for the arcade version.