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I need help extracting sprites from this Konosuba game (Mogura Engine 2 / GameMaker Studio 2)

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UselessAqua, posted Mon Apr 13, 2020 1:26 am (55842)


Hey guys, this is my first post here (sorry if it's a long post). I only used QuickBMS once before to get Mega Man 11 models and textures, so I'm still pretty new to this stuff.

Anyways, there is this mega man clone on PC I really liked called Konosuba: Resurrection of Beldia. And I really want to rip its sprites.
Gameplay video of it: https://www.youtube.com/watch?v=tjUPcb_MIDw
It's a free game you can download here (it comes with .exe, .dat, and other files where I think the sprites might be stored in): https://mega.nz/#!xtFAHZaB!kyjG49vm9CnS ... VA1ghIKisg

The game was made using Mogura Engine 2. Its Japanese developer (Team Ladybug) has used this engine to create this game, as well as other great 2D games with nice spritework.
Such as this castlevania clone called Record of Lodoss War - Deedlit in Wonder Labyrinth: https://youtu.be/FdmKbXx6gtU
And this Touhou sidescroller called Touhou Luna Night: https://youtu.be/HOq0fLaLeqY

Anyhow, from what people say online, the "Mogura Engine 2" is basically just using GameMaker Studio 2 and compiles with the yoyocompiler. So then I tried to use this site's yoyogames.bms script to see if it'll work on this Konosuba game, but it didn't. Then I tried various other ways to get the sprites like opening the game files in HxD hex editor, or using Cheat Engine, or using TiledGGD, but I haven't really gotten anywhere. So now I'm back here again, asking you guys for help. If you guys could figure out how to extract files from yoyogames / GameMaker Studio 2 games, then you're likely as knowledgeable in figuring out this Mogura Engine 2 stuff as well.
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UselessAqua, posted Mon Apr 13, 2020 9:09 am (55857)


Or maybe I was wrong about the engine they used to create this. The Konosuba game could have been made with the Mogura Engine "1", since it was one of Team Ladybug's earlier games. Their Shin Megami Tensei game was made with Mogura Engine 1, but their Konosuba game was released before their SMT one. A poster on Steam said that
Quote:
It looks like Mogura Engine 1 was made in Multimedia Fusion 2 and Mogura Engine 2 is made in Game Maker: Studio.

So its code might not be similar to a GameMaker Studio 2 game's code in any way.

Still, any help on getting this game's sprites would be greatly appreciated!
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aluigi, posted Tue Apr 14, 2020 11:39 am (55915)


Apparently I already worked on this stuff in the past since I can see a comment in one of my scripts (nzv.bms) "# Not supported because doesn't have a sense, use offzip... idstring "PAMU"". Indeed the PAMU magic is in the file.

So the last part of the executable contains the DLLs used by the game followed by the "PAMU" archive.

The quick solution I may suggest is:

1) dump the whole content of konosuba.exe using this script:
http://aluigi.org/bms/parse_exe.bms

2) Use the following script on LASTDATA_00108400_010b760e.dat:
Code:
comtype zlib_noerror
findloc OFFSET binary "wwww"
math OFFSET 0x1c
goto OFFSET
get FILES long
for i = 0 < FILES
    get NAMESZ short
    math NAMESZ * 2
    getdstring NAME NAMESZ
    set NAME unicode NAME
    get ZERO long
    get SIZE long
    savepos OFFSET
    clog NAME OFFSET SIZE SIZE  # some files are compressed
    goto SIZE 0 SEEK_CUR
next i


3) run offzip -a on LASTDATA_00108400_010b760e.dat, just remember to ignore the first 23 files it extracts since they are the same extracted with the previous script.
http://aluigi.altervista.org/mytoolz.htm#offzip

The data is not easily readable obviously and some data is missing (not compressed) but this is just an idea.
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UselessAqua, posted Thu Apr 16, 2020 3:19 am (55979)


Well, thanks for helping me out, aluigi. I did the 3 steps you posted, but now I'm at a loss at what to do next. I'm open to any suggestions you might recommend on where to go from here. So far, even though the .dat files I got from offzip aren't easily readable, I tried opening them in TiledGGD just to see if anything might show up. In some of the .dat files, I can sometimes see faint images of some sprites (like in the png I attached), but I haven't quite figured out how to assemble the jumbled mess I'm looking at.

In any case, thanks for clearing up that this Konosuba game is using Multimedia Fusion PAMU archives. I found some old comments of yours from 2012 regarding PAMU here,...
https://forum.xentax.com/viewtopic.php?t=9479
...this thread has been very informative in learning more about PAMU. But if you happen to know anything else on the matter, I'd be glad to hear it.
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Asdfguy86, posted Thu Apr 16, 2020 10:24 pm (56001)


the tiledGGD image you attatched .. it does look like an image but the bpp is wrong. usually if you view 8bpp in 4bpp or 16bpp in 8bpp format it will look like that.

try changing the bpp to 8 and maybe it will give you a valid image
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UselessAqua, posted Fri Apr 17, 2020 1:03 am (56006)


Not gonna lie, Asdfguy86. TiledGGD is such a tricky beast to use and frankly, I'm just stumbling my way through and blindly trying out different settings. But anyways, about that TiledGGD image I posted earlier, I continued messing around with the settings and finally got a clear image (I'll attach another pic so you can see). Apparently, that .dat file was a spritesheet of a joystick sprite. It usually pops up in-game when you're at a save point for example. I found it somewhat anticlimactic that it wasn't something cool like a character sprite or an enemy sprite, but at least I'm getting somewhere now.

I still haven't tweaked it to the right settings though. As you can see in the second pic (a screenshot of how the joystick looks in-game), the arrow is suppose to be colored white. But in the TiledGGD pic I'm posting, it's yellow. Either way tho, I'm still happy I've made some progress so far.
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UselessAqua, posted Fri Apr 17, 2020 1:58 am (56008)


Nevermind what I said in my previous post about the orange arrows. I forgot that there was a configuration screen in the game that had joystick sprites with orange arrows.
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UselessAqua, posted Sat Apr 18, 2020 3:33 am (56051)


Last night, I figured out how to perfectly extract all the sprites of this Konosuba game (so consider this thread's purpose fulfilled ;) ). I spent the better part of today just going through 6500 sprites.

Step 1: use Offzip on the game's exe to get all its .dat files (Don't use it on the exe of the game's launcher, mind you)
Step 2: open the dat files in tiledggd, change the Image Format mode to 24-bit, change the Image Offset to "000020" (most of the sprites share this same offset), and then use the arrow keys to change the panel size to find the image's appropriate size
(an offset of 000023 also works, but it isn't symmetrical. So things like tile sprites don't look right when one edge spills over to the other side)

But before I go start sorting all this stuff out, I just wanna say thanks to everyone here for your help and advice. I truly appreciated it.
https://www.youtube.com/watch?v=8wGAiBBxQhA
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Mr MissingNo, posted Fri Mar 12, 2021 7:43 am (62809)


Hey,I don't want to be so mean,or desesparate,but,I can't see the other sprites,and I truly want to have that sprites because a like them,can you upload the others,please?
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