PSX Alundra massive rip in .png with transparency (450+ sheets) and cut items - 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: Project Organization (https://www.vg-resource.com/forum-118.html) +---- Thread: PSX Alundra massive rip in .png with transparency (450+ sheets) and cut items (/thread-30330.html) |
PSX Alundra massive rip in .png with transparency (450+ sheets) and cut items - alphaflux - 12-14-2016 I recently ripped a seriously large amount of Alundra sprites as a lot of the textures, objects and characters aren't available online anywhere. I don't have everything, but I have a lot of missing resources. The problem is they are the raw sheets that were used in conjunction with pallet swaps to save space, so some sheets just look like a garbled mess when in fact there are one or two correctly colored sprites in every sheet (not sure if this is the norm or just Alundra using this method, it's my first rip). I have zipped them and put them into folders to align with the color pallet selection, so if it's a character sheet with garbled colours but with a perfect coloured interactive object, it will be in objects. Same for all other folders (go easy, I will have missed some for sure. Ice pillars have gone somewhere...). So yeah, here is the link for any enthusiastic sprite sheet organizers out there, all in glorious 256x256, unedited, transparent .png format! B) https://www.dropbox.com/s/fupkqjc49us1bsb/alundra%20direct%20rips.rar?dl=0 and also a no signup download for those without/don't want DB (the dropbox link will be kept alive, filedropper lasts for 30 days inactivity i think) http://www.filedropper.com/alundradirectrips p.s. There are some interesting things that turned up from the rip. First of all it seems Lurvy was intended to play a bigger role. There is a broken sword, a broken bow and presumably a broken flail (no spikes). Based on the fact that he has a half finished character portrait also tells me that he was likely set to repair all these broken items on a regular basis. On top of this you will find 2 pairs of gloves (presumably for small stones and large like zelda), 4 rings (greater HP regen and greater attack boost (both working in game via editing and are called Oak's Ring (wrong icon) and Refresher Ring)) and 2 Armlets (presumably greater def boost). For weapons there are 6 swords, 5 bows, 4 Flails. And last but not least, 2 key items, a bone and a wrapped up gift. Also magic recharge was intended at some point to drop from grass/enemies along with a small bag (contains a random consumable?) and a middle health regen, all this stuff was cut somewhere along the line. I haven't heard mention of this stuff anywhere else (even on the main Alundra wiki) so I figured I would break it down for anyone interested. Have fun RE: PSX Alundra massive rip in .png with transparency (450+ sheets) and cut items - Dazz - 12-15-2016 Great finds dude, I'm a fan of the game as are my friends. I'll definitely be telling them about the unused content! RE: PSX Alundra massive rip in .png with transparency (450+ sheets) and cut items - alphaflux - 12-15-2016 (12-15-2016, 06:49 PM)Dazz Wrote: Great finds dude, I'm a fan of the game as are my friends. I'll definitely be telling them about the unused content! Thanks Dazz, yeah I was surprised that no one else has noticed these items before! There is mention of the two additional rings on the wiki and elsewhere as they were found in the code, but as far as I can tell the other items were unknown, they must just be pure sprites with no game code associated with them. Next time I do a full playthrough I will try and keep the ripping software going, there could be more hidden content lurking around the dungeons/nightmare sheets that I didn't visit (due to time). There would probably be a good 2000+ sheets at that point though RE: PSX Alundra massive rip in .png with transparency (450+ sheets) and cut items - sutinoer - 12-16-2016 Good job. If you can upload this i think more people can help you with organisation. RE: PSX Alundra massive rip in .png with transparency (450+ sheets) and cut items - alphaflux - 12-16-2016 (12-16-2016, 12:14 PM)sutinoer Wrote: Good job. If you can upload this i think more people can help you with organisation. Cheers bud. Dropbox link in the post But I will reformat it if I can still edit so it's more obvious (it's wedged in between walls of text atm so I can see how you missed it) Edit - Added Filedropper link too for people wanting to contribute/look through them but don't want to sign up to dropbox. Also fixed hyperlinks, they weren't formatted at all. Doh! RE: PSX Alundra massive rip in .png with transparency (450+ sheets) and cut items - Davy Jones - 12-17-2016 Everytime you make a find, add the correct palette to all elements and submit it in small chunks or else you make the same mistake as I did years ago. If you take a look at the Alundra section, me and Tantrix submitted almost everything in it. A good portion of our old rips is garbage because some palettes are wrong and sheets are incomplete because you need to play the game, get context from the things you see and check if anything is missing. You just linked a bunch of garbled mess from the VRAM and want people to figure out if there are any correct palettes despite they have never played the game or can't remember because the game is so big. And yes, nearly every VRAM sprite/tileset bunch in Alundra needs more than one palette, because single elements might have different colours. This also applies to pretty much all PSX games. This gets even more interesting when tiles/sprites have different palettes which are not obviously false-coloured, but MIGHT fit. And when you have like 5 or 6 of them, how do you want other people to apply the fitting palettes? As said before, you need to play the game, make savestates to go back if neccessary and look at the stuff you rip before you can do anything. RE: PSX Alundra massive rip in .png with transparency (450+ sheets) and cut items - alphaflux - 12-17-2016 (12-17-2016, 08:14 AM)Davy Jones Wrote: Everytime you make a find, add the correct palette to all elements and submit it in small chunks or else you make the same mistake as I did years ago. If you take a look at the Alundra section, me and Tantrix submitted almost everything in it. A good portion of our old rips is garbage because some palettes are wrong and sheets are incomplete because you need to play the game, get context from the things you see and check if anything is missing. Yep, i noticed the hard work you guys did putting everything together and the current sheets are perfect, so props to you, tantrix and dazz. I do know the game like the back of my hand and would be able to identify 80-90% of the correctly palleted items in a sheet, but I shared here as I don't have the time personally to go through them all, which in retrospection I guess isn't all that useful. Just to clarify, this wasn't an attempt to get someone else did the work for me, I submitted because I got the sheet i needed and the rest were just sitting here collecting dust! Figured someone might be able to use them. RE: PSX Alundra massive rip in .png with transparency (450+ sheets) and cut items - Davy Jones - 12-18-2016 They are useful for people who really want to have some tiles or sprites from this game for their own projects and can invest some time to figure everything out. But for assembling palettes, etc. you really need a gamer who takes his time looking into the details. Anyway, thanks for sharing these materials. Pretty sure you did not use PSX-VRAM (making quicksaves with epsxe, rename file extension to .rar, unzip and drag them into the PSX-VRAM window) due to everything being separated and perfectly cut. Which tool were you using? PSicture? RE: PSX Alundra massive rip in .png with transparency (450+ sheets) and cut items - alphaflux - 12-19-2016 (12-18-2016, 09:56 PM)Davy Jones Wrote: They are useful for people who really want to have some tiles or sprites from this game for their own projects and can invest some time to figure everything out. But for assembling palettes, etc. you really need a gamer who takes his time looking into the details. Anyway, thanks for sharing these materials. No worries! Yep I can see your point. The VRAM method was too time consuming for me, so I researched other ways of going about getting the raw sheets. PSicture wasn't very successful, but it did find character artwork used in box art and advertisements at the time, which in turn led me to PSound that I needed to rip the SFX from Alundra (trying to locate the jump and land sound from 1450 samples was even more painful than identifying correctly colored sheets!). But yeah, the tilesets were created by running epsxe through 3DreaperDX while using the plugin Next3d 1.5 to allow the sheets to be readable in 3DreaperDX. It only pulls textures/pallets from sheets that are displayed on screen (hence the missing sprites from areas that I didn't visit), but it will pull the whole sheet. I guess it's similar to the VRAM method but without the fuss and is autonomous. You just have to play and leave it running. |