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  • Most issues reported these days stem from users not enabling their emulators to use the required amount of RAM.
    We also tend not to use the search feature but post our issues within the texture pack release page.
    Failure to load a texture pack should not be posted in the release thread unless you have already patched the emulator.

    If you don't have the resources to use Large/HD texture packs please do not attempt to do so.
    Users should have a minimum amount of System RAM not less then 4GB's.
    If you have less then 4GB's of RAM do not post about how your emulator crashes,
    RAM is dirt cheap so invest some money into your PC.

    I would like to say thanks to squall_leonhart
    for posting this Solution.

Has anyone attempted an Ogre Battle 64 hires pack?

Devon_v

New member
I ask because I've been looking into what I would need to do to create one, and it doesn't seem that the sprites come out of Rice's plugin quite right.

The "_all" sprites are lacking RGB data, they are just alpha masks it seems. Perhaps 1 in 50 is intact with all four channels.

The "by_rgb_a" spirtes don't all seem to have matching "_rgb" and "_a" files. I'll have alpha masks with no RGB data and RGB data with no alpha masks. Very few sprites actually have both components, and the CRCs don't seem to match even if they do.

I am using PJ64 1.6 with Rice's 6.1.1 beta 10 (which I've been told is the only version that OB64 works with), and I have Full TMEM ON.

Am I doing something wrong? Is this game just hopeless? Anyone else tried it?
 

Terranigma

New member
I don't think anyone's tried it. A heavily sprite based game like this could be awesome.

Hey, if it doesn't work out, you think you can give HM64 a try instead? It's also a heavily sprite based game.
 
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Devon_v

New member
I don't think anyone's tried it. A heavily sprite based game like this could be awesome.

Hey, if it doesn't work out, you think you can give HM64 a try instead? It's also a heavily sprite based game.

I'm drawing a blank here. What's the full title?


I'm really just looking at the possibility of doing Ogre Battle because I'm a fan of the series and I never cared for the art direction in 64. Also the art is really heavily compressed, even in a 40MB cart.

I'll keep experimenting. Even if I decide to go ahead with this it will take forever due to the absurd number of sprites in the game. Most units are made of two or three sprites per frame of animation.
 

mode7

New member
Honestly, I wouldn't do it. Well you could just go for the environment w/o the sprites, but if you go for the sprites it will take forever just to SORT them. Then you would have to do models, texture them, realign them (!) render them....
Well...I don't think its possible unless you have a team of skilled 3d artists
 
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Devon_v

New member
Honestly, I wouldn't do it. Well you could just go for the environment w/o the sprites, but if you go for the sprites it will take forever just to SORT them. Then you would have to do models, texture them, realign them (!) render them....
Well...I don't think its possible unless you have a team of skilled 3d artists

Actually, the 3D models are what I don't like about the game. That's what I want to replace. They would be hand drawn, just like every other game in the series. Because I am drawing them, I can draw over the existing sprites as a guide and everything will be aligned.

Sorting wouldn't be that difficult. It's pretty obvious what's what because the units are broken up logically. Most have feet, torso/arms, and head as their three sprites, and then the weapons are a fourth component. There are a lot of reused parts as well, Leia just has a custom torso and head, Dio uses Knight feet, Europea is totally custom but she syncs up with Centurion weapons, etc. Many frames are reused as well to cut down on cartridge space. Training mode can also be abused to extract specific sprites. If there's only one unit in the battle, all the parts belong to it.


It is a lot of work, and unless I can figure out how to get Rice Video to behave it's not going to happen at all, but I'm making the attempt.
 
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Devon_v

New member
Okay, I can confirm that Rice Video totally doesn't rip OB64 properly. The alpha masks are all messed up on 99% of the sprites. That just about doubles my workload...


Anyone have any experience with this issue? Textures with alpha masks that extract without them?

Edit:
Or not. Nothing's stopping me from making my own alpha mask and renaming "_rgb" to "_all".
 
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mode7

New member
Well. I don't want to discourage you. It's worth a try and I didnt knew the sprites were made out of compenets makes the job easier.
But note that not all games can be retextured. Some use effects rice can't rip properly and when there's no mask ripped it's likely there wont be any displayed. But again its worth a try.
 
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Devon_v

New member
Well. I don't want to discourage you. It's worth a try and I didnt knew the sprites were made out of compenets makes the job easier.
But note that not all games can be retextured. Some use effects rice can't rip properly and when there's no mask ripped it's likely there wont be any displayed. But again its worth a try.

That's what I still need to test. The masks do rip, they're just empty. The mask data ends up in the _alls for some reason.

Even if Rice doesn't reload them properly, I'm hoping that GlideHQ does.

If it doesn't work, I'll probably just do the world textures and battle backgrounds. Those are some seriously low res textures.

Also intend to replace the title screen with the classic series logo and ditch the "64" which is dumb. Also redo the opening and map texts a bit to better format them and eliminate the clipping on the "g" on the one line. Atlus did a little but of a rush job on some of it.
 

mode7

New member
Hey cerebus, Harvest Moon would really be an interesting challange for a 2D artist.
The Textures are actually tilesets!! like in 16-bit games.
Kind of a cool idea to replace them with the ones from Harvest Moon on the Snes which actually are 4x ( ! ) of the N64 ones - how ironic.

EDIT: It's only 2x sorry snes tiles are 16x16
 
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Ceop

New member
I tried to dump the textures, I'm trying the opening scene, dumped the textures, model images look good at windows file explorer, but when I try to open them at Photoshoop or MS Paint, nothing, blank image, I have no idea what's happening.
 

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