Solution: easy sprite ripping with snes9x - Printable Version +- The VG Resource (https://www.vg-resource.com) +-- Forum: The Resources (https://www.vg-resource.com/forum-109.html) +--- Forum: The Spriters Resource (https://www.vg-resource.com/forum-110.html) +---- Forum: Ripping Help (https://www.vg-resource.com/forum-114.html) +---- Thread: Solution: easy sprite ripping with snes9x (/thread-29284.html) |
Solution: easy sprite ripping with snes9x - neagix - 05-27-2016 Hi there, I've found a way to easily rip sprites with snes9x. Old topics like this have no satisfactory solution, so I'll share mine: Code: diff --git a/gfx.cpp b/gfx.cpp What this patch does basically is change the default backdrop pixel of snes9x to a custom palette color (13 in this case). You may need to change it to another color to get a better fit, just make sure you're not overflowing the palette index. You can see the commit here on my fork of snes9x: https://github.com/neagix/snes9x-rpi/commit/3fa2265189f620d19a3064a8c6d1e803ebd7fbfd This allows to easily isolate sprites and automate dumping their animations. RE: Solution: easy sprite ripping with snes9x - Davy Jones - 05-27-2016 - In which file/location should I copy this code? - How can I trigger it to dump the sprites? RE: Solution: easy sprite ripping with snes9x - neagix - 05-28-2016 (05-27-2016, 05:03 PM)Davy Jones Wrote: - In which file/location should I copy this code? It's not *that* easy. In order to use this, you should know how to compile a C++ project (snes9x) and then dump the frames out. As I said it's possible to automate it. |