The VG Resource
Ripping PSX models? - Printable Version

+- The VG Resource (https://www.vg-resource.com)
+-- Forum: Archive (https://www.vg-resource.com/forum-65.html)
+--- Forum: July 2014 Archive (https://www.vg-resource.com/forum-139.html)
+---- Forum: The Resource (https://www.vg-resource.com/forum-85.html)
+----- Forum: The Models Resource (https://www.vg-resource.com/forum-50.html)
+------ Forum: Model Discussion (https://www.vg-resource.com/forum-54.html)
+------ Thread: Ripping PSX models? (/thread-21664.html)



Ripping PSX models? - auxfox - 10-12-2012

I really want to rip PSX models, but am unable because the psx has no z-buffer. Are there any hacks to enable z-buffer in epsxe / is there any other way to rip psx models?


RE: Ripping PSX models? - Friedslick6 - 10-12-2012

Well like I said before, the PSX and PSX2 consoles technically have no depth information.
You could try looking into pSX. It has a graphic debugger which can display a list of polygons and their properties (dimensions, position, colour, etc.) We would just need to figure out a way to interperet this list and automate the conversion.


RE: Ripping PSX models? - auxfox - 10-12-2012

(10-12-2012, 08:23 PM)Friedslick6 Wrote: It has a graphic debugger

Where can I find this in pSX?


RE: Ripping PSX models? - Friedslick6 - 10-13-2012

In the emulator window's menu bar, select "Debug>Monitor>r30000".
Then in the r30000 debugger window's menu bar, select "GPU>Capture", and in the corresponding window, input the amount of frames you wish to capture.
We need to capture the frame when the model is being loaded/animated, so pick the frame count based on what is currently being shown. If you feel patient, just capture a good 20 or so frames lol. This will pause the emulation.
From the left column of the r30000 debugger window, select "frame *>dma>otag" (* being the frame number chosen.) There you'll find all the graphic data, including polygon data, for that frame.
When a polygon is selected in the debugger, all other polygons are excluded from the emulation window's display. Pressing F9 while focused on the debugger window or closing the debugger window reruns the emulation window.

I can also tell you what most values for a polygon means, if you need. For more help with the debugger, maybe you can ask for information from the pSX Emulator forum. I'm not sure if they specialise in debugging though, so...


RE: Ripping PSX models? - SmashFan127 - 10-13-2012

I'm actually interested in this, wanting to rip models from Spyro, Wild Arms 2, and Crash Bandicoot.

I am very interested in the polygon values, too.


RE: Ripping PSX models? - Friedslick6 - 10-19-2012

Alright, guys. I've been busy.
From a friend's reply on another forum, I've found that there could be more options in the way of model capture. Next week I'm going to test a bunch of different ideas and see what I can get. I'm not promising anything easy yet, though.


RE: Ripping PSX models? - Raccoon Sam - 10-19-2012

Sounds absolutely fantastic. I've been wondering how to do this for the longest time as well, and I know I'm not the only one.
PS2/Gamecube models can be ripped with DirectX-interceptor tools in a worst-case-scenario, right? Can PSX models be ripped the same way?
Regardless, first thing on my mind are Tomba maps.