07-11-2011, 10:32 AM
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Ripping Questions
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07-11-2011, 01:13 PM
Does someone knows of a way to disable layers on CPS3 games? I'm trying to rip a certain NPC from JoJo's Bizarre Adventure, and the tiles are all messed up.
07-13-2011, 10:43 PM
Dagh, moving on. Something easier.
Can someone find the proper codecs, mode, and palette offset for viewing these two SNA files (From different games.)? http://www.sendspace.com/file/bvhao8
07-18-2011, 04:38 PM
I'm currently a bit confused regarding a rip. Currently I was ripping the bosses from Burning Force (Genesis version) and while I know how to rip the game, I'm confused regarding how much to actually rip. In the savestate, it shows the poses in their largest form but in game it doesn't actually show. It seems to use a programming trick (software scaling) cause a savestate also stores the current position that changes where the sprite is. So should I just rip the largest form poses that are stored in the savestate or should I rip every single scaled position of the boss even though they look resized?
Also I wonder if there are any programs that can rip from Amstrad CPC games. I tried a little search around and couldn't find any. There's programs to make sprites to that computer though. I don't even think that they are sprites...
07-18-2011, 05:17 PM
Can you show us pictures of Burning Force, to give us an idea what you mean.
Hragh...why must everything I attempt irritate me so?
Perhaps you have heard of 3D Ripper DX or that OpenGL capture program. Is there anything like that which would be able to do the same to 2-Dimensional graphics in standalone games that DON'T require emulation? I'm talking PC games here. Like uh...Fusion Games and Game Maker games. Recently my specimen has been "Paper Bowser World: Operation G.R.O.M.". I'm not sure if these people want their sprites ripped or not, but this is for invesitgative purposes only thus far. Anyone have any ideas? For "Game Maker" games, apparently there's something called "G-Extract". I have no idea where to find and Google proves to be useless once again. Also, if someone could figure out the Map format for good ol' Hatsworth?
07-27-2011, 07:46 AM
(07-25-2011, 04:46 AM)Deathbringer Wrote: Can you show us pictures of Burning Force, to give us an idea what you mean. Sure, right this is the pose the most further away from the player: http://i.imgur.com/H1tkd.png This is the pose closest to the player: http://i.imgur.com/Y3y7T.png And this is the pose what the savestate shows: http://i.imgur.com/es4qn.png
07-27-2011, 08:20 AM
At least have some sprites of the scaled down version just to give people an idea of how much to scale down.
08-01-2011, 12:15 AM
So I'm gonna try and get back into ripping from Inazuma Eleven via the game's files, but I've run into a few problems. The bulk of the files in the folders that seem to be of relative importance (model, char, pic2d, etc.) are stored in .pac, .pkb and .pkh format, all of which I am unfamiliar with and don't know what to do with.
Does anyone know any information regarding how to decompress those types of formats?
08-01-2011, 04:01 PM
State
Hey guys and gals. Can someone find the palette for this file? It's a no$gba uncompressed save state from The Legendary Starfy. Anyway, the sprite is the toy of King Ping. The settings are 8bpp linear, Mode 1-dimensional. The sooner this is figured out the sooner I can rip nigh everything from this game. Woo!
08-01-2011, 05:07 PM
I don't remember for no$gba, but change the 15bpp BGR or 16bpp BGR (depending on what program you are using), go to the end to the savestate and keep going up, there should be some palette clusters need the end of the state. Usually 3 or 4 large clusters.
08-01-2011, 08:37 PM
I use Tile Molester since I'm too stupid to use anything else...
08-01-2011, 09:14 PM
15bpp BGR then.
I'm trying right now but not having much luck...
Wait, nevermind...got it...somewhat. Was off a bit but with some tweaking I got it... Is there any way to view a palette's offset once you've uh...found it by 'browsing' to it?
08-02-2011, 05:52 AM
The offset is at the bottom of the screen. If you mean the offset you have to put in to actually open it internally, you just need to convert Hex-to-Dec (the Calculator program does it, you just need to change the view from Standard to Scientific).
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