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GS HD Sprite BreakthroughTopic%20Title
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Check it out. Thanks to the help of Jozerick, we've got some basic access to the HD sprites. But, they're semi-compressed, and we lack keyframes at the time. So we'll be asking interested parties if they're willing to help animate and sprite sheet.

Anyways, we've also learned that there's very, very, very incomplete support for English, Spanish, French, German, and Italian hidden inside the Japanese release of Ace Attorney HD on the iTunes store. So an international release of these awesome games can't be far behind.

Now if we could have some more said on that matter for GS5 and Layton vs Attorney...
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Re: Time to rejoice!Topic%20Title

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Dammit, when I saw the "Time to rejoice!" and the huge Larry, my heart skipped a beat and I was hoping it would be news about GS5... News about a confirmation of.. AJ2.. perhaps? :odoroki: Oh well. This is cool too.
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Re: Time to rejoice!Topic%20Title
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Pikachu wrote:
Dammit, when I saw the "Time to rejoice!" and the huge Larry, my heart skipped a beat and I was hoping it would be news about GS5... News about a confirmation of.. AJ2.. perhaps? :odoroki: Oh well. This is cool too.


Haha. Okay, maybe it's just me that's rejoicing. I've been face desking looking for those darned sprites, then Jozerick stumbled upon the file.
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Re: Time to rejoice!Topic%20Title
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It's excellent news especially considering the rarity of some of these games these days.
Shame it'll only be on iPad things....
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Re: Time to rejoice!Topic%20Title
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Pierre wrote:
It's excellent news especially considering the rarity of some of these games these days.
Shame it'll only be on iPad things....


There's still that Android thing. Neither Croik nor I own an Android device, so if someone wants to take the dive and figure out what in the world that thing is, be my guest. Otherwise, I'll enjoy and work on those 'iPad things'. =P
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Re: Time to rejoice!Topic%20Title
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It's kinda funny to read the headline "Time to rejoice" and get the Butz screaming in all his failishly awesome glory in HD. XD
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Re: GS HD Sprite BreakthroughTopic%20Title
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I am liking the advancements that are being made : D Loving giant Larry as well. Although, is the top of his hair cut off in the original or is that permanently unfix-able? : (

Odd question, though... Why is there a Detective Goodman (that's the name, right?) badge with the words "Sergeant Eric Lebon" on it?
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ReturnofthePhoenix wrote:
I am liking the advancements that are being made : D Loving giant Larry as well. Although, is the top of his hair cut off in the original or is that permanently unfix-able? : (

Odd question, though... Why is there a Detective Goodman (that's the name, right?) badge with the words "Sergeant Eric Lebon" on it?


When I've finished getting all the cases, I'll be able to show you in greater detail. But the short explanation is that the sprites are all puzzle pieces. And... some of the pieces don't exist, either due to cropping to fit on the iOS screen, like Larry's hair, or because parts just don't exist. I had to photoshop part of Larry's mouth for instance because this particular animation was incomplete. Not unreasonable since this is a dummied sprite in the first place.

As for "Eric Lebon", that is my 'proof' that there are indeed international files in this game.
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Re: GS HD Sprite BreakthroughTopic%20Title
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Does Larry ever use that sprite in the HD version? :o
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Hohoho, Very nice Wooster! You know, if the gif format is somehow compressing the quality in some way you can always switch to apng which is much better in both quality and transparency. I did that for this, humongous animation. The only downside is, some browsers like Chrome (as for as I know) don't support animation, however Firefox does.
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I don't mean that GIF is compressing it. at least for Larry, he has exactly 256 colors, sans the desk, which causes some loss of quality. what I mean is, to save space, his face is cut up in the files, among other things.
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Re: GS HD Sprite BreakthroughTopic%20Title
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Oh wow, ah I getcha now, then I retract my previous suggestion since well, apngs would be slightly larger files than gifs, that's for sure. ^^;
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ReturnofthePhoenix wrote:
Odd question, though... Why is there a Detective Goodman (that's the name, right?) badge with the words "Sergeant Eric Lebon" on it?

Eric Lebon is his name in the French version. Now that's funny, I've never noticed before, but the "Sergeant" is incorrect; it should be "Sergent" in French.
(But I don't know if the presence of these files means that they're planning an international release. Maybe they put the files there by error or something.)
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Jozerick wrote:
(But I don't know if the presence of these files means that they're planning an international release. Maybe they put the files there by error or something.)


That's not totally out of the question, admittedly, considering we have Larry's dummied sprite, and we know how paramount that is to enjoying the game. And to that extent, it is suspicious that we don't have international evidence.
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Re: GS HD Sprite BreakthroughTopic%20Title
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I wish that the Edgeworth 2 sprites would get put up before these. We can't use these for our fan games. :dustin:
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ApollozJustice wrote:
I wish that the Edgeworth 2 sprites would get put up before these. We can't use these for our fan games. :dustin:


I don't know that you'll have much to worry about there. Larry's animation was created manually by the in game sprite sheet. There aren't any tools (yet?) to make nice clean HD animation extractions. So it's going to be a long and hard process to get this new treasure trove up and running.
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Re: GS HD Sprite BreakthroughTopic%20Title
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はじめまして :will:
How are you getting these sprites? Are you capturing them? Or exporting the files themselves?
If it's the latter, would that mean its possible to edit the game??? (It would be fun to try to put in some extra frames of animation)

I would be interested in putting some sprite sheets together if you would be kind enough to send me some of the files?
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ouboros wrote:
はじめまして :will:
How are you getting these sprites? Are you capturing them? Or exporting the files themselves?
If it's the latter, would that mean its possible to edit the game??? (It would be fun to try to put in some extra frames of animation)

I would be interested in putting some sprite sheets together if you would be kind enough to send me some of the files?


We're currently extracting the sheets from the game. So we've got access to what the game sees. Otherwise, we'd never be able to find this sprite of Larry.

As for editing the game... it's... possible... I guess?

The sprites and backgrounds are all cooped together in an an case file. We can get the images out, but I don't know if we can put them back in. And, even if we could get them back in, the only way you'd be able to play your modified GS game, would be if you jail broke the device, or some how managed to fake the package's signature. Not an easy process. And, that's kinda ignoring the fact that, since this is breaking stuff, we don't understand how the sprites are reconstructed in the game, so say, adding blinking animations would be impossible.

Anyways, here's currently all that I have, again thanks to Jozerick.

GS1-1 Sprites/BGs
GS1-5 3D Textures
Non-Game Graphics

Only 1-1's sprites are available at this time. I'm actively downloading the cases, but it's an unnecessarily long and involved process. (I have to download, not each case individually, but each PART to a case, and one at a time. GS1-5 alone comes in at a mind boggling 13 parts! But at least I don't have to play all the cases to completion @_@). I've currently downloaded all of GS1, and GS2-1. None have been ripped at this point.

For the Non-Game Graphics, some PNGs are optimized for iOS's screen. (It has to deal with swapping the color order to match the iPhone and iPad's pixel order) so they won't open on your computer. There's a corresponding file with "uncrushed", it's the same file, just matched for reality.

For people interested in creation animations, I request that you make the canvas 960x640. This'll make it easier for people who create projects from the animations, and want to easily swap out the animations.
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Re: GS HD Sprite BreakthroughTopic%20Title
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Totally downloaded those ^^ looking at them using slideshow and I came across some strange stuff but it looks pretty cool. Then I came across The movie version... Looking epic! :shoe:
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Metallica! wrote:
Totally downloaded those ^^ looking at them using slideshow and I came across some strange stuff but it looks pretty cool. Then I came across The movie version... Looking epic! :shoe:


That's likely for the in game Objection Generator. I haven't figured out yet how to unlock Movie Phoenix or Manfred von Karma yet.
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I'm willing to help animate given that I can get the sprite sheets.
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Wooster wrote:
ApollozJustice wrote:
I wish that the Edgeworth 2 sprites would get put up before these. We can't use these for our fan games. :dustin:


I don't know that you'll have much to worry about there. Larry's animation was created manually by the in game sprite sheet. There aren't any tools (yet?) to make nice clean HD animation extractions. So it's going to be a long and hard process to get this new treasure trove up and running.


I Guess that's sad to here for the HD sprites, but good news to me. Do you have any idea when the GK2 ones might be ready?
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I don't like sheets, they are not even close to accurate when manually processed. If sheets are used they must be automated. The timing and position data just isn't accurate when not even included. Guessing just isn't accurate. We need serious sheets that can be processed automatically. It is not hard. Store the frame timing and positions in an easy to edit text file. Or just store the frames in a grid with known positions.

Anyway, my point is, please don't discard the animation data, it is very important.
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Okay, took me the better part of the day but I've now downloaded the entire game.

Trivia: GS HD is 119 megs

Each case "Part" is ~10 megs. At 6 minutes a part, that's an hour and a half not counting the whole starting and stopping process which is quite time consuming in and of itself. That whole starting and stopping process took me 24 hours with time set aside for sleeping. And that's without playing any of it! Setbacks included that it can't 'truly' download in the background, getting a phone call causes the download to need to restart from the beginning, and manually getting to the next episode to download. It was painful. But could've easily been much worse. Though I shudder at the idea.)

There are 95 parts for all three games totaled for a total of 818 megs of episodes. Combine with the game itself and you're just shy of a gigabyte.

The parts all appear to be self contained. So that means when we finally get around to getting the sprites from the parts, while at this point, I've got nothing to verify one way or the other, we're going to have a bajillion copies of Phoenix desk slamming, Gumshoe scratching his head, Maya flaunting her man-chin. This "might've" made sense on the phones that (use to be?) popular in Japan, where they didn't have a ton of disk space, so only having one episode downloaded at a time might make sense. In this case? Total waste of both disk space AND time.




Henke37, I'll let you take a look at the files if you're interested.
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When I first saw this, I thought it was something about the movie lol. But it's good to know that there's data for other languages, hopefully we can get the game from Capcom here soon. I've been waiting to play all three games on my iPhone.
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Sure, why not. I don't have a phone and I don't understand Japanese, so I wouldn't have a chance of obtaining the stuff myself. Just try to strip out duplicates to save download time.
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So..... It basically looks like they are using the same sprites/graphics they used in those trailers. I wonder if that's the case here, or if they are really redoing the graphics into HD. But I imagine if they did keep those, they finally found a reason to use them for the general public.
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N-Mario wrote:
So..... It basically looks like they are using the same sprites/graphics they used in those trailers. I wonder if that's the case here, or if they are really redoing the graphics into HD. But I imagine if they did keep those, they finally found a reason to use them for the general public.


Both the graphics in the trailers and the graphics in this game are indeed one and the same. They are the original artwork for the GB games (before they were scaled down to fit the GB screen resolution.) This is why there is a big discrepancy in the quality of the line work on the sprites. The sprites get prettier towards GS3, but Mayoi will always have her man-jaw. The sprites from 1-5 look like they were drawn with the most care, so will probably look quite good in HD.

Wooster, thanks for all the hard work. What software are you using to get these? Also, do the sprite sheets have any blinking animations, or are they completely left out?
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ouboros wrote:
N-Mario wrote:
So..... It basically looks like they are using the same sprites/graphics they used in those trailers. I wonder if that's the case here, or if they are really redoing the graphics into HD. But I imagine if they did keep those, they finally found a reason to use them for the general public.


Both the graphics in the trailers and the graphics in this game are indeed one and the same. They are the original artwork for the GB games (before they were scaled down to fit the GB screen resolution.) This is why there is a big discrepancy in the quality of the line work on the sprites. The sprites get prettier towards GS3, but Mayoi will always have her man-jaw. The sprites from 1-5 look like they were drawn with the most care, so will probably look quite good in HD.

Wooster, thanks for all the hard work. What software are you using to get these? Also, do the sprite sheets have any blinking animations, or are they completely left out?


It's funny that you mention the GameBoy Advanced. I noticed that the desks and witness stands looked shorter then we're used to. I was suspicious when I saw Gumshoe and Edgeworth, and the fact that Larry's hair was cut off in the sprite sheet, but when I saw Regina and Max, it was totally obvious to me.

The HD sprites appear to be cropped and/or scaled to the GBA's screen. This means while you see more detail in the HD sprites, you actually see less of the characters then in the DS version. This also apparently applies to backgrounds as well. My guess is that when Capcom ported to the DS they didn't reference the original art work, but rather edited the GBA sprites directly. A simple cheap process. Of course this means that, depending on what the original source material was, there might not actually exist the extra ds height on the original artwork. So rather then and editing the original art they just adapted the screen ratio.

This might also explain why so many characters lack blinking animations. (For the record, a ton of characters don't have blinking frames on their sheets, so even if we could hack the game back together we couldn't make them blink easily)The blinking was added during spiriting. And in the case of the TGS promos, they were animation tweens. So unless the character was in a TGS animation, I strongly suspect that any blinking we see in the HD game was done specifically for the HD port.

Right now, the only character I cared about having a blinking animation was Gant. And he does! Dalilah feigning sweetness also blinks, But, among all the rare characters to actually blink... Penny of GS1-3 does. :lana:


As for the software I use... Mind you, I'm a Mac person so I don't know what the equivalent Windows software would be. But, to get started, all I needed was my device connected to iTunes, atPeak, PhoneView, and FileJuicer, and in that order of importance. But, while FileJuicer can extract the sheets (now that I know where they're stored), it seems to miss some things that Jozerick got when he did the extraction. (Mid quality English "TAKE THAT" for instance). But you can still get a whole darn lot of stuff with just iTunes.
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I kind of feel that without blinking, that Chihiro doesn't feel as alive :mia: (I feel there's a pun in there somewhere...)

I've been having crazy dreams about trying to make a version of the game featuring enhanced animation. (extra frames all around)
And with the soundtrack replaced with the orchestral soundtrack. (I can animate stuff but have absolutely no programming skills or musical knowledge :uramidn: )

Well, I have a mac, but I don't have an ipad...yet. So I'll have a poke around with that software when I buy one.

Any chance you could post any more of the files you have?
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Wooster wrote:
But, while FileJuicer can extract the sheets (now that I know where they're stored), it seems to miss some things that Jozerick got when he did the extraction. (Mid quality English "TAKE THAT" for instance). But you can still get a whole darn lot of stuff with just iTunes.

Uh, that's strange. If a software looks for PNG files, there shouldn't be anything preventing it from finding this file. Are you sure the software can't find it? This one should be in sub_resource.out.
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ouboros wrote:
I kind of feel that without blinking, that Chihiro doesn't feel as alive :mia: (I feel there's a pun in there somewhere...)

I've been having crazy dreams about trying to make a version of the game featuring enhanced animation. (extra frames all around)
And with the soundtrack replaced with the orchestral soundtrack. (I can animate stuff but have absolutely no programming skills or musical knowledge :uramidn: )

Well, I have a mac, but I don't have an ipad...yet. So I'll have a poke around with that software when I buy one.

Any chance you could post any more of the files you have?


Have you already had a look at the GS1-1 files I've already posted in this topic? Everything else is a variation of what's in that. (Different characters, backgrounds, etc...) right now I've got almost 1,500 sheets and images from my non exhaustive rips. I'll need time to sort it all before I'm interested in posting them. Trust me, it'll make it a ton easier for you to go through, rather then dealing with pic #1,499 or something like that.
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So yeah, *.out files. Anyone have any information about the file format of those to share? Obviously it is an archive file format, but it doesn't look like it is any stock file format, so we will have to write a custom reader for it.

The files seem to contain a table of some sort in the beginning, most likely a pointer table. But I can not find any useful pointers in it.
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henke37 wrote:
So yeah, *.out files. Anyone have any information about the file format of those to share? Obviously it is an archive file format, but it doesn't look like it is any stock file format, so we will have to write a custom reader for it.

The files seem to contain a table of some sort in the beginning, most likely a pointer table. But I can not find any useful pointers in it.


Hmm... Comparing 105c's and 105b's opening tables...

-105b -

116 PNGs (0x74)
20 Backgrounds (0x14) <+2? (20, 0x16)>
83 Nonsense txt files (0x53)

00 05 00 01 B9 87 00 59 DD A8 00 37 B4 18 00 00
00 56 00 00 00 6A 00 0F 00 00 00 0A 00 00 11 4B
00 00 00 75 00 00 02 CC 00 00 00 88 00 00 00 C7
00 00 00 D2 00 00 00 DB
00 00 01 3F 00 00 00 D6
00 00 01 05 00 00 01 E5 00 00 00 72 00 00 00 F8
00 01 9B 4E 00 03 00 01 03 03 03 1A 02 09 00 01


0x1B9D0 is the location of the first PNG

- 105c -

30 PNGs (0x1E)
13 Nonsense txt files (0xD)

00 05 00 01 CE D3 00 81 41 0E 00 1C A8 38 00 00
00 56 00 00 00 77 00 0F 00 00 00 0A 00 00 10 EF
00 00 00 6B 00 00 03 A8 00 00 00 8B 00 00 00 F4
00 00 00 C2 00 00 00 A9 00 00 01 3F 00 00 00 D6
00 00 01 05 00 00 01 E5 00 00 00 72 00 00 00 F8
00 01 B0 36 00 03 00 01 03 03 03 1A 02 09 00 01


I can only make the 'durr' observation that the opening byte is the case and game. Yeah, I really don't know what I'm doing.
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I think we can safely assume that they did it again, there are sub-archives in the archives. I have seen that in both AJ and GK2, I see no reason why they wouldn't do this yet again. This based on the fact that the opening tables are way too short to fit the full set of pointers to all those files. I think I also saw some file with a PNG starting nearly directly after the opening table, supporting the theory that they might not always store another archive in the archive.

Another thing that I noticed is that a lot of archives have the bytes 030303 after the first table. And a lot of the archives end in a list of audio file names.

Btw, have anyone seen the actual game script? It would be nice if they didn't use a custom character encoding, again.
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Spent my afternoon sorting through the PNGs. I've completely finished GS1. All that really remains now are fixing things for the minor (IE Victims), and I need to go back and resort GS2 and GS3 since my sorting system evolved as I was doing it.

Right now, I'm kinda surprised, there's a lot less redundancy then I anticipated. So I guess the cases are more or less efficiently packaged. There are, for instance, two identical sprite sheets with Phoenix drinking coffee. Not sure why.

Right now, I think my favorite gems from the images is the classic "The Miracle Never Happen", Vampire Morgan, and Joe Darke

And as an aside, I just watched the 'Evidence Tape' from GS1-5. I... uh... don't know where to begin. It was more like a puppet show.
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I am listening to the music. It just isn't as good. The PSG and noise instruments seem off.
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Re: GS HD Sprite BreakthroughTopic%20Title
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Nice work Wooster. Look forward to seeing those in the animations section! (right?)

Just one thing...I'm quite certain that I posted here, with an animation of HD Phoenix...(useless now, I guess)

Did....did you delete....it? :larry:

EDIT: I love how the resolution ratio of the GBA is equal to the one from iPad and iPhone : p (or at least really close)

EDIT 2: I guess this HD style, when resized, kinda looks like GS4 sprites, don't you reckon? (BTW, sorry. I'll shut up now!)

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Re: GS HD Sprite BreakthroughTopic%20Title
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henke37 wrote:
So yeah, *.out files. Anyone have any information about the file format of those to share? Obviously it is an archive file format, but it doesn't look like it is any stock file format, so we will have to write a custom reader for it.

The files seem to contain a table of some sort in the beginning, most likely a pointer table. But I can not find any useful pointers in it.

Here's how I read the .out files:
The first 2 bytes are the number of files (big endian)
Then there's the length of each file (4 bytes per file, big endian)
Then each file.
It's quite simple actually.

All the part*.out files are organized the same way. They all have 5 files:
- File 0 is another "out" archive containing the game script and more data that I don't understand
- File 1 is another "out" archive that contains "IAN" archives that contain the sprite sheets in PNG format
- File 2 is another "out" archive that contains the backgrounds, evidence pictures and such in PNG format
- Files 3 & 4 are lists of music or something

As far as I can tell, the scripts are all in file 14 (counting from 0) of File 0 of each part*.out archive. They are encoded with Shift-JIS. I managed to read a few lines, but the format is not straightforward so more research is needed.
(There are also other files in File 0 that look like they are encoded with Shift-JIS, but I haven't tried to read them.)

IAN archives are another format. I'm not totally sure, but it looks like this:
The first 3 bytes are "IAN", then there's a byte that's either 04 or 05, then a byte that's the length of a string, then said string, then a byte that's the number of files in the archive, then an unknown byte. After that, for each file there's 2 unknown bytes, then the file length (4 bytes, big endian) directly followed by the data of that file. The files are usually PNGs, but there's also a GIF and a few unknown files.
After the last file, at the end of the IAN archive, there is more data. Somehow I assume it's the animation data, but I haven't tried to look into it.

EDIT:
Now that I've tried to read the other text files: in File 0 (first file of the main archive), file 1 seems to be the text of the evidence and profiles, file 19 (when it exist) contains the location names, and file 21 (when it exist) seem to be the names of the topics of discussion when you talk to a character. They are all encoded with Shift-JIS as expected.

Last edited by Jozerick on Tue Feb 14, 2012 1:21 pm, edited 1 time in total.
Re: GS HD Sprite BreakthroughTopic%20Title
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ReturnofthePhoenix wrote:
Nice work Wooster. Look forward to seeing those in the animations section! (right?)

Just one thing...I'm quite certain that I posted here, with an animation of HD Phoenix...(useless now, I guess)

Did....did you delete....it? :larry:

EDIT: I love how the resolution ratio of the GBA is equal to the one from iPad and iPhone : p (or at least really close)

EDIT 2: I guess this HD style, when resized, kinda looks like GS4 sprites, don't you reckon? (BTW, sorry. I'll shut up now!)

Image Image


Nah, I haven't animated anything. (Aside from that one Larry that is) I'm just doing what I can to make things easier for you guys, while we wait on reading those .out files. Phoenix and Maya's sprites for instance are scattered a bit in the cases. Not sure you guys want to manually search through 1,500 some odd sequentially named files.

As for looking like the AJ sprites. You're kinda right. For (most?) of the GBA games, there was a limit of 16 colors per character. (I think young Edgeworth is an example of a violation of this). With GS1-5 and GS4, 32 colors was the rule. So seeing HD Phoenix at DS level lets him have some of that missing pallet.
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