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Bleach DS2 Sprite Packs (more than half roster) (Read 3593 times)

Started by Edtion, November 26, 2009, 03:07:11 am
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Bleach DS2 Sprite Packs (more than half roster)
New #1  November 26, 2009, 03:07:11 am
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    • Edtion.TK
Ok, I've been ripping these sprites, and I finally have an internet connection. These sprites were ripped by scrolling through the sprite numbers... or in other words, I have all the sprites plus an unused image. These packs are incomplete, because I've been more concerned with ripped the character images themselves, and not the effects. I'll update when I'm finished. The finished packs will be like Ichigo's. Haveing the sprites and their effect next to them.

Spoiler, click to toggle visibilty
Last Edit: February 07, 2014, 05:52:32 am by Jmorphman
Re: Bleach DS2 Sprite Packs (more than half roster)
#2  February 23, 2011, 04:54:37 am
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none of these work :( plz re upload
Re: Bleach DS2 Sprite Packs (more than half roster)
#3  February 28, 2011, 12:23:37 pm
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    • Edtion.TK
Well of course they don't work, they're at sendspace, and this was posted more than a year ago, with very few activity. You're out of luck on these ones, because my hard drive with them crashed a while ago, and I don't have the proper tools to make an attempt to fix it. Also I have no intentions on ripping them again, because I'm into 3d modeling/animating, which eliminated my need for sprite rips.. ::) sooo ....
Re: Bleach DS2 Sprite Packs (more than half roster)
#4  March 23, 2011, 04:44:28 pm
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can i ask for a tutorial or the tolls i may need to go about ripping them my self?
Re: Bleach DS2 Sprite Packs (more than half roster)
#5  March 25, 2011, 09:03:27 pm
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    • Edtion.TK
Spoiler: my post from 2008 (click to see content)
use artmoney to search for a value that increases by one everytime a the character's sprite change, till you end up with an address that has about 2 others with next to it with the same value. They normaly ended with XXXA,XXXC,XXXE,XXX8. Yeah, they said ACE and 8 was the value I was looking for. The others would probably work, but 8 is more reliable. When you start the game, the charaters' sprites are at 0 for an instant till they appear, which then it becomes 1, then every few frames the value is increased by one until the animation ends, then it goes back to 1. All other animations are at a higher value, then attacks are higher, then specials are the highest.

Once you found the value, make sure you save the state (I used ideas, it doesn't filter the images, but can filter layers).
Now change one of the character's value to 255(or 256, I forgot which) then the game should look like it crashed and the background and sprites disappear (if not, then the game did crash in which case you load your saved state).

Now you can shuffle through their sprites and capturing them one by one, without duplicates or a background, but there's one problem left, they keep flashing back to the sprite they're supposed to be on.

Search for an unknown value (or 0 which takes way longer), then search for a value that increased by 1 (or 1 which again takes way longer) repeat until there aren't too many values. Next, add some of them to your table. unpause the game, and they should all turn to 0, if they don't then they're not what you want. Now pause the game, and go through the values, changing them 0 until you find the one of them that makes the screen bright. Now when you are going through the images, they don't keep changing, the time isn't running, and you don't miss any of the character's sprites

Spoiler: P.S. (click to see content)