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 visibiltyBonnieByakuya KuchikiDon KanonjiIchigo KurosakiIduruKyugohaninMenos GrandeMomo HinamoriNemu KurotsuchiOrihime InoueRangikuRenji AbaraiRirinRukia KuchikiShiba KuukakuShigekuniShuheiSoifonSousuke AizenTatsukeTsukaimaUruruUryu IshidaYachiruYouruichi ShihoinYuichi Shibata
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 ....
Spoiler: my post from 2008 (click to see content)Edtion said, October 26, 2008, 08:03:33 pm(sorry for my lack of pro. detail/words, i dont like to remember complex words)im good at this kinda thing, i used artmoney to flip through sprites and animations for bleach and naruto games, and also did other stuff for some spritesmy tip is:download ideas from the nintendo ds section as http://emulator-zone.comdownload artmoney from ( i have no idea, http://artmoney.rs or somthin like that, just search for it)load your game with ideas, set up ideas to your likeingthen get to the point in the game you want to start rippingnow if the game is a fighter or something that the characters are 2d ( dbz super sonic warriors, snk vs capcom, street fighter, bleach, naruto, etc. ) then go to properties, then opengl, then uncheck everything, but texture mapping.youll notice that the characters now have a bg around them do what you want to rip the sprites.If your game is a 3d game, then uncheck all the opengl options, and then play with the lights ( seriously i wouldnt reccomend ripping from 3d games this way, its no real way to get the actual sprites from 3d figures, because of all the angles,zooms, and animations )as for artmoney, most of the values for ds games are from 06000000 - 06FFFFFF with different games, and emulator versions, the integers changesearch for a value when your character is ready, then do an attack or movement or somethin, then filter the value to have increased, and then when their standing again, then filter it to have decreased Rep.most games first value for char spr./anim. start with 1, wich is either the first frame for the anim. or the first sprite for that character (if your playing bleach ds1/2, the game use sprites for one character, so when the characters stand anim increase 1 time, then filter to have increased by 1, and the characters file will end with an 8, and have 3 other addresses for it)and if you dont know how to use artmoney, then find a tutorial(again, sorry for my lack of pro. detail/words)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 spritesSpoiler: P.S. (click to see content)The way I got the sprites without effects on top of them is that i found some value far off that was at 16/32 somehow, but I don't remember how, and I don't have my computer that I found it on, so I can't find the value again. This particular value, I assume, changed the character's layer over the fx.