Hey, thought y'all might like this, a web app I made that lets you view 3d and 2d assets from ps1 games. You can grab sprites by right clicking and saving, but I don't have 3d exporting yet. But they're all converted to threejs, so should be an easy feature to add. If there are features y'all would like to see, please let me know.
https://roblouie.com/psx-viewer
https://youtu.be/bNxA-J-ueUw
Would you rather just release the PS1 asset viewer without internet access.
(06-09-2020, 11:12 AM)JacintaB19 Wrote: [ -> ]Would you rather just release the PS1 asset viewer without internet access.
Nah, not right now anyway. I plan on working on it and adding features regularly, and with it being a web app, when I add those features everyone just gets access to them instantly, and I don't have the overhead of repackaging everything up and releasing it etc. It just goes out and everyone can use it. Plus I mean, this entire website where we are having this conversation right now only works on the internet right?
That being said, if in the future I get it to a point where I consider it a near-finished product and won't be updating it regularly, I'll probably wrap the whole thing in electron and release it for download.
Also the core functionality for
scanning files and parsing and rending the 2d and 3d assets is open source and available on my github here:
https://github.com/roblouie/tmd.
So while I'm not interested in releasing a downloadable version right now, that library would make it relatively easy for you to make your own downloadable app.
On some games, like Fever 4: Sankyo Pachinko Simulation (which i've tested on your viewer) and others, some assets may load with the correct pallete, and some won't have their proper palletes right. Some assets are also transparent, though...
(06-09-2020, 12:17 PM)JacintaB19 Wrote: [ -> ]On some games, like Fever 4: Sankyo Pachinko Simulation (which i've tested on your viewer) and others, some assets may load with the correct pallete, and some won't have their proper palletes right. Some assets are also transparent, though...
In 2D view, you can select the palette. In 3D view, there is a switch for using image colors. If you switch that off, it will load colors from vram instead of the image. I'm going to improve upon that, but for now try those out. I haven't tested that game yet, but I will look at that for you on my end as well and let you know what I find. Thank you for checking it out and for providing feedback! If I can make it work I'll post here again.
Edit: Regardig being transparent, those are probably false positives. Unfortunately scanning files like this isn't 100% perfect, bytes can be arranged in a way that look like they are part of an image file, but in reality they aren't, and sometimes you will end up with empty images. That just means there were some bytes with values that represented an image header but weren't actually an image. Something else I'd like to improve but unfortunately there's a gray area where you could accidentally filter out real assets too.
I've also tested your viewer on Pocket Fighter, Street Fighter II: MOVIE, and Super Puzzle Fighter II Turbo (haven't tested it with Jumping Flash 1 and 2, Robbit Mon Dieu and Pocket MuuMuu yet).
I also noticed that the viewer also loads savestate data too.
Okay, just put out a new version that should eliminate a lot of the false positives, same url:
https://roblouie.com/psx-viewer
Unfortunately one of my checks for a valid palette was being done only if the file header told me there was a palette, so it wasn't getting hit for files that required on but didn't have it. Anyway, you should see a drastic reduction in false positives on the Images tab now.
Regarding the wrong palette thing, everything looked correct to me, nothing jumped out at me as a wrong palette. If you can provide a specific example I could take a closer look.
Keep in mind that many times a single image file will have multiple sprites/textures and multiple palettes, where one palette may not apply to all assets.
Here's an example from Armored Core:
https://imgur.com/a/XobAPDV
Some of the icons look "broken" until you select the correct palette, but at least one of them always looks correct. When you select a different palette, the other ones change to be correct. There's nothing that can be done about this other than allowing you to select different palettes.
But if you are noticing issues beyond that please let me know and I will take a look.
Thanks again for checking it out and providing feedback. One bug fixed
(06-09-2020, 12:51 PM)JacintaB19 Wrote: [ -> ]I've also tested your viewer on Pocket Fighter, Street Fighter II: MOVIE, and Super Puzzle Fighter II Turbo (haven't tested it with Jumping Flash 1 and 2, Robbit Mon Dieu and Pocket MuuMuu yet).
I also noticed that the viewer also loads savestate data too.
It does yep! You can even use save states to apply textures to 3D models, I cover that a little in the video, but at the very end.
Did you get any results from those games? The PS1 also has one other sprite format I want to implement into the viewer, and I think a lot of 2D only games tend to use it, especially for animated sprites. Until I do that I ahve a feeling I won't be able to parse all assets from games that are 2D only.
Any updates on your PS1 asset viewer yet?
The link is dead for me and links to a "Related Links" page
I tried to view Mega Man 8's assets, but it just brought up blank images (I scanned all four ROM files). Is there any way to fix this problem I'm having?
EDIT: And the link doesn't work any more. I bookmarked it, and it worked fine, but now it doesn't.
If you have it, can you mirror it on another filehoster?
When the link works I will test it with my ISOs.
Too bad we still don't have a new link, someone contact Retrorob to bring it back, he must've forgot to pay for the website's domain