Mega Drive/Genesis ripping tutorial - 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: Other Stuff (https://www.vg-resource.com/forum-6.html) +----- Forum: Questions, Info, and Tutorials (https://www.vg-resource.com/forum-89.html) +----- Thread: Mega Drive/Genesis ripping tutorial (/thread-23494.html) |
Mega Drive/Genesis ripping tutorial - Magma MK-II - 07-23-2013 This is a quick sprite ripping tutorial for the Sega Mega Drive/Genesis. All you'll need is Gens Kmod: http://gendev.spritesmind.net/page-gensK.html NOTE: Gens Kmod is a modification of the Gens emulator, which adds various debug functions. Since Gens itself hasn't been updated in a while, glitches may occur. NOTE 2: This tutorial should also work with 32X and Sega CD. Boot up your game play it to the point where the sprites you want are. Pause the game (depending on the game, you may need to pause the emulator itself, for that just press "Esc"), the choose the menu "CPU -> Debug": You have two ways of ripping the sprites: * In one, you choose the menu "CPU -> Debug -> Layers". This will bring a pop-up window with various checked boxes, which allow you to disable the background layers or the sprites themselves (useful if you want to rip the backgrounds): * The second way, you choose the menu "CPU -> Debug -> Genesis -> VDP" (not VDP - Sprites, that's for another thing). This will bring a pop-up window showing five palletes and the tiles. By clicking one pallete, you change the palette on the tiles. There are four palletes, plus a fifth, "smart" pallete, which is useful for ripping sprites with black pixels which blend with the background: Now you have two options: you can either save the tiles to a bmp file, by using the "Tiles to Bitmap" button, or you can Print Screen and paste on Paint to edit. RE: Mega Drive/Genesis ripping tutorial - O Ilusionista - 11-04-2013 Can I share the method I use? I would like to share the way I use to rip sprites from Genesis, which is very easy. In some games, the background color is black, which render the rips useless There is a emulator called DebuGens, which is a modified version of Gens, which uses a Lua (a Brazilian programing language used on many games, like WOW, SFIV, etc) script that let you choose the background color. The emulator is here (its tbe 11b version) https://code.google.com/p/gens-rerecording/downloads/list You need to load this Code: gens.registerbefore(function(address,size) Just put it in text file and give it .lua extension. RE: Mega Drive/Genesis ripping tutorial - Hikaruon - 06-28-2014 I actually Ihave using Gens Svn346 and DebuGens, but I tried to tipping an sprite but I have encountered a problem, the sprite when jump they go offscreen, have any solution to ripping in this case? RE: Mega Drive/Genesis ripping tutorial - puggsoy - 06-28-2014 The only way I can think of is using the second method in the tutorial, and just assembling the tiles manually. This is of course a bit of a hassle, but I don't think you can move the camera or the sprites, so it looks like the only option. RE: Mega Drive/Genesis ripping tutorial - Deathbringer - 06-28-2014 There is a program that can open Gens savestates (or anything that is *.gs#), called the Genesis Savestate Viewer. You might need to recolor stuff, but it should be able to get the cutoff stuff. http://segaretro.org/Genesis_Savestate_Viewer RE: Mega Drive/Genesis ripping tutorial - Hikaruon - 06-28-2014 (06-28-2014, 07:10 PM)Deathbringer Wrote: There is a program that can open Gens savestates (or anything that is *.gs#), called the Genesis Savestate Viewer. You might need to recolor stuff, but it should be able to get the cutoff stuff. Well I think we still in right way, but this is the only I get in the moment RE: Mega Drive/Genesis ripping tutorial - Deathbringer - 06-28-2014 Try this, in GSavestate.ini change "AutoDetectVRAMEndian=1" to either 0 or 2, the problem you're having is that it's reading the file as big endian instead of little endian. Scratch that, some emulator savestates will be little endian, some will be big endian. You can try another savestate and see if that loads up better. RE: Mega Drive/Genesis ripping tutorial - Hikaruon - 06-28-2014 (06-28-2014, 09:46 PM)Deathbringer Wrote: Try this, in GSavestate.ini change "AutoDetectVRAMEndian=1" to either 0 or 2, the problem you're having is that it's reading the file as big endian instead of little endian.Well I didn't find any method from show the sprites, at moment only that show is shadow from sprites, I have tried change the values in *ini file, but without no results |