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Ripping Questions
(06-11-2012, 02:11 PM)magentacyanyellow Wrote: Heavenly Guardian
That reminds me, I still have that sprite sheet of Sayuki to organize...
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Here's an interesting question:
What can I use to rip sprites from Japanese PS2 games?
Sprite ripper, Rainmeter maker, and Game Boy palette creator! At your service, VG-Resource!
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(06-11-2012, 03:58 PM)Random Talking Bush Wrote: That reminds me, I still have that sprite sheet of Sayuki to organize...

I'm guessing you have Heavenly Guardian covered then? Tongue
[Image: CvlJ7PI.png]
Currently working on: moving
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(06-11-2012, 05:19 PM)magentacyanyellow Wrote:
(06-11-2012, 03:58 PM)Random Talking Bush Wrote: That reminds me, I still have that sprite sheet of Sayuki to organize...

I'm guessing you have Heavenly Guardian covered then? Tongue
Just the main character, at least.
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Okay! I'll hold off from Heavenly Guardian. Smile
[Image: CvlJ7PI.png]
Currently working on: moving
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(06-11-2012, 07:04 PM)magentacyanyellow Wrote: Okay! I'll hold off from Heavenly Guardian. Smile
Actually, I take that back. Right now, I can't be arsed to arrange the sprites into a sheet mainly because I've been so freakin' busy with things lately. Sick

So, I'll send you what I've got so you can do so if you wish, save you the time of ripping them.

(06-11-2012, 04:08 PM)TheWolfBunny Wrote: Here's an interesting question:
What can I use to rip sprites from Japanese PS2 games?
It depends on the game.
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Hello again, good people. I come bearing another question. I've recently managed to extract the file from that DS El Tigre game, and was wondering if someone could help me rip them properly.
Click here for files
I know that the 'SPX' files actually contain the sprite components (They can be easily viewed in TM with 4bpp-linear reverse order). However I'm not sure which ones contain the palettes. Maybe there's even an easier way to view them. I don't know. Google is bloody useless like always, and I'm a moron when it comes to programming, so other than finding the sprites themselves in stuff like this, I can't do much.

Can anyone help me out?
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Do you have a screenshot of how the enemy looks? I might have found the palette but the graphic style doesn't make any sense.
Doofenshmirtz: This is a little bit awkward but have you seen my escape jet keys? (Perry nods) What, you have? Well that's great! So where are they? (Perry looks away) You won't tell me? Is this because you don't speak or are you just being a jerk?
~Phineas and Ferb, "One Good Scare Ought to Do It!" (2008)
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Sure thing. Here ya go. [Image: Bandito-1.png]
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You are going to kick yourself, the palette is in the sprite file itself, bandito's at 0x62 of either spx or spr.

And I used TiledGGD to find it, so the decimal equivalent for TM would be 98.
Doofenshmirtz: This is a little bit awkward but have you seen my escape jet keys? (Perry nods) What, you have? Well that's great! So where are they? (Perry looks away) You won't tell me? Is this because you don't speak or are you just being a jerk?
~Phineas and Ferb, "One Good Scare Ought to Do It!" (2008)
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Gah, thank you! I can't believe I didn't try that myself. I keep forgetting about that method! Anyway, thanks again, I'll do what I can with this.
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Just wondering if there's a way to import GBA palettes into TM? Or is the only way through the offsets/manual changing?
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If I remember right, you need to add the following to tmspec.xml:
Under colorformats
Code:
<directcolor id="RIFF" bpp="32" rmask="FF000000" gmask="00FF0000" bmask="0000FF00">
            <description>32bpp RGB (Windows Palete)</description>
        </directcolor>

Under palettefilters
Code:
<palettefilter extensions="pal" colorformat="RIFF" size="256" offset="24" endianness="big">
            <description>Windows Palette (*.pal)</description>
    </palettefilter>

Wait, you did mean the bg/obj.pal, right?
Doofenshmirtz: This is a little bit awkward but have you seen my escape jet keys? (Perry nods) What, you have? Well that's great! So where are they? (Perry looks away) You won't tell me? Is this because you don't speak or are you just being a jerk?
~Phineas and Ferb, "One Good Scare Ought to Do It!" (2008)
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That's the one, thanks!
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Hey you lot, It's me again. I've been trying to rip the old way from Battletoads for Arcade via MAME. There's a problem though. An extremely annoying graphics problem. It prevents me from getting accurate sprites. The problem is, that when I take a screenshot from it, be it print screen or internally, there is a really obnoxious 'stretch' effect on the sprites. Now it's not very noticeable, but what it does is it 'splits' and 'doubles' pixels on the sprites. If one were to look at one of the toads in the shot, they will notice that the pixels are, for the most part, either stretched or flattened. My question is what settings must I have for accurate screenshot-based sprite ripping in MAME?

And yes, I'm well aware of the tile viewer built into certain MAME versions...however I have thus far been unable to find a version in which it actually works properly.
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