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  • Is there any new introduced character that isn't listed in the Template:Characters?

    (by the way, someone made a new rip from MSA [1], maybe they found a way to rip the new format?)

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    • The unit in that rip was appeared in the game well before OBME files were a thing. But fortunately SNK isn't using those files to encrypt "sprites" anyway - they're only encrypting "artwork" stuff, and I haven't been too concerned about that because they're now putting higher res versions on their Japanese twitter feed!

      (As JPGs, mind you, but the improved DPI more than makes up for it.)

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    • Great!

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    • A FANDOM user
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  • In the v2.21.0 update, there was this new file format named "obme" which popped out in the game files. I assumed they were just obms with an added e, but they're not. Must use some sort of different encryption then the other ones. Is there anyway you're looking into finding a way to upgrade your tool to be able to decode them? Here they are in case you need a look at them.

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    • Not really a case of "different encryption", seeing as the old OBMs were never encrypted in the first place.

      The new files almost certainly are encrypted, and even if I can identify the scheme used (an initial glance makes me think AES, given the apparent block size), getting the key might not be so easy. If SNK's smart they won't even be storing it on our devices.

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    • Sorry for my lack of knowledge. 

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    • Not a worry - my point is that the file's have gone from something so simple I can read them by eye, to something I'm not sure I'll personally be able to read at all.

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    • A FANDOM user
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  • Hi Bomb Bloke, I use your OBM decoder to edit the .PNG in photoshop (change the sprites colors and things like that) but i don't know how to put the edited .PNG file again into a OBM file so the game can load the modified sprites, I was wondering if you know how to do that.

    P.D. thank you so much for the obm decoder! great job (:

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  • Where illustrations 2.19.0

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    • A FANDOM user
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  • hey! where's fall of disaster new units and info?! it's already started!

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    • The thing you were suggesting me to do, well i'm kinda curious something else might be messed up.

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    • What, fixing the templates? Or deleting everything?

      ToastWiki's taken up the mantel of doing "the actual work", so I'd feel a bit bad about the latter at this point. He's missing the category tags (like everyone else does...), but it wouldn't surprise me if I can find a tool to mass-fix most of those later down the track. Maybe.

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    • A FANDOM user
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  • I did the importing already... I wanted you and Funds to make a pretty long cleanup by deleting some duplicated pages and uploading images. The wiki needs to clean those dirty red links :L

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    • A FANDOM user
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  • Hello!

    I worked on several sprite sheets from Metal Slug in the past, and I'm currently ripping the sprites for the Hunter Lord from MS6. I sometimes rip a character from MSA with TiledGGD, but I got a problem with the palette: I can't find the correct one!

    I know how to change the RGB and the other settings, but I only managed to find the correct palette for the Halloween Soldier.

    Is there a precise setting to always get the right palette or do you need to try every combinations? Please enlighten me! I would greatly appreciate your help!

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    • Metal Slug Attack uses about a dozen different encoding formats on its images, some of which include a palette and some of which don't. A lot of them are straight RGBA: four bytes of colour information for each and every pixel. However, the required colour information is included within each image file regardless as to whether a palette is in use or not (though this isn't always true for games which use OBMs).

      I'm afraid I haven't tried TiledGGD myself - instead, I wrote a bulk extraction tool (a simple "double-click and it'll convert every single OBM to PNG for you" deal). The source code is included in the JAR archive as "OBMConv.java": even if you aren't a programmer, if you skim through it in a text editor (Notepad or whatever) you should get a general idea as to how each image format works.

      Those of them which are indexed store the palette information directly ahead of the image information. They use either 32bit or 16bit RGBA, a palette length of either 16 or 256 entries, and partial alpha support also varies. You can determine the correct format by inspecting the third and fourth offsets within each file.

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    • Well thanks for the information! I'll try to be aware of those settings for future ripping.

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    • A FANDOM user
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  • Hey! where's regular army helicopter's items? add it now!

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    • A FANDOM user
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  • can you rip special vita obm for testing purposes 

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  • Can you upload some of the Guild Ops icons (Tile Counts, Deck Attack, etc.)

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