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Little tool i made to remove background. As long as you can get the background alone and the background doesnt have the same color as the sprites, it should work.

Download: Sprite Finder v7.1

How it works:
[Image: yfj2p2u23h15z85zg.jpg]

Result of the example in gif form: [Image: d54mimdvdyos93gzg.jpg]
Note that chrome have problem displaying gif at high speed, so you might see the bottom or the top of the sprite flicker with chrome.
If you guys see any bugs, please let me know!
Love the great idea! Nicely done!
What type of games work with this? You've established that it works with SNES games but what about Genesis, NES, Turbografx etc?
(07-10-2018, 11:00 PM)shadowman44 Wrote: [ -> ]What type of games work with this? You've established that it works with SNES games but what about Genesis, NES, Turbografx etc?

You just have to move the yellow square on your emulator, so it should work on anything ( as long as you can get the background without the sprites( either by gameplay, or with the emulator's layer) and that the background doesnt clash with the sprites).
Edit: Oh, and you can also use screenshot captured with another program: click the "Load Background/Sprite from file" buttons at the top Wink
Background Remover V03
-Added the functionnality to select a sprite images amongst the list loaded, which generate the preview for that frame. Pressing the "Delete key" while a frame is selected will delete it.
-Added functionnality to save as a Gif, you can also set the delay between each frame.
- Fixed a few visual issue.

Edit:
Background Remover V04
- You can preview the animation by clicking the preview animation button.
-You can click the background sprite and press delete to delete it.
- You can now resize the capture screen by drag and dropping the edge of the capture screen.
Oh wow, very neat. I made a similar program years ago but it was much less convenient to use. Definitely eases hard ripping for some cases!
omg this will make my life so much easier.
Sprite Finder V7.1

i updated a bunch of things but mainly i added, a script that detect automatically the backgrounds. Dont get your hope too high, it sometimes works BUT i cant guarantee the accuracy of it. Theres also a lot of restriction and things that could make the algorithm make errors. So i wouldnt suggest using it to rip.
HOWEVER,
i worked like 3-4 weeks on it and its still interesting to see the result it can get:

Mario Nes
The image i gave to my software assembled in a gif in order to easily show all of them:
[Image: mb6dvp5i29udiegzg.jpg]
Gives the following result:
Background detected:
[Image: 6mlxoo4sdwq6suyzg.jpg]
Hud detected: 

[Image: vwi6l6aobex0to0zg.jpg]

FF1 nes:
Image in input: ( Note that i left a line of the emulator at the bottom)
[Image: mtlxll8infwa8r0zg.jpg]
Background:

[Image: roew7glt2kg5m8uzg.jpg]
Hud (Only part of the central sprite and the line of the emulator was captured)
[Image: 7hhh8djkue8d35ezg.jpg]

Barbie Nes
Image in input, ( if the gif bug, right-click, open in a new tab):
[Image: m1zfmwa88nz8gvnzg.jpg]

Background:
[Image: 2nr13q3g34snvi9zg.jpg]
Hud
[Image: ykxd2p2613n9gjgzg.jpg]



My initial thought, if the background and HUD can be detected automatically, the only the sprites are left, and its pretty easy to get them and sort them, i have already all that code with my spritesheet analyser. But how to get the background and hud? The background, in 80% of game, moves at a constant rate, for example in mario, the background usually goes toward the left. As for the HUD, it usually never move in the game screen. So my algorithm basically create an amalgam of all pixel that could be moved according to the found background movement between each frame, and another for all pixel that doesnt moves. There are a lot of false positive as you can see in Mario or Barbie HUD xp For example if theres a straight horizontal line in the background, and the movement of the background is also horizontal, it cant detect if that line moving 10 pixels or not moving at all.
amazing idea for spells etc