Users browsing this thread: 19 Guest(s)
Ripping Questions
(02-23-2013, 03:14 AM)Senalcoolage Wrote: Probably not a Good idea to Place it on a custom sprites Forum

Just so you know, this is the sprite ripping section Tongue

However I'll merge this thread into the general ripping questions topic.
Thanked by: Garamonde
i ripping pac-attack from game gear but i canĀ“t acces to the multiplayer mode
please help me Sad
Thanked by:
Chances are noone knows how to solve that, at least noone who has been on - you didn't even wait six hours. Even people on the internet are normal people with lives and everything. Have a little patience at least!
Thanked by: Garamonde
ive been trying to rip backgrounds from bleach ds 2nd for years and have been unsuccessful so ive decided its time i ask for some help. does anyone know anything about mrg files? i found a bunch in a folder labeled stages within the rom and thought the files might actually be in there but i dont even know where to start with this file type. heres one of the files if anyone would like to take a crack at it

http://www.sendspace.com/file/dzoxxr
Thanked by:
Hello, before posting this ive read and googled everything I could find on GGD.

I seem to be able to get the basics; and have literally spend the whole day working on just understanding and ripping sprites from sega saturn bomberman.

However I'm not quite there and seeming as ive spend the last 16 hours trying to get images using GGD. I thought I would ask for help.

So far I use yabause to go into game, or somewhere and save state.

Then I open it in tiledGGD and set things up as I think I should;

* Image: format 4bpp ( 4bpp gives best results and EMu debugging shows sprites are 4bpp)
* Image endianess: little endian (not sure, but seems to give ok results)
* Image mode: linear ( seems to work better )

* Palette: format 4bpp ( 4bpp gives best results and EMu debugging shows sprites are 4bpp)
* Palette endianess: little endian (not sure, but seems to give ok results)
* Palette mode: linear ( seems to work better )
* Palette colour mode; RGB (guess? standard? )
* Palette skip size: 256 ( guess? )


I managed to find some sprites, but I don't get it; They are not sprite sheets, but multiples of spritesheets in a row, with some related images near by , but under, or near by, but I need to change the width to find them?!

Also if I make the texture wider, the images deform, so I can usually only find the 16xsomething images in a single row?

Then I'm having massive trouble finding any actual palettes...I scroll and scroll but find nothing...or some images and colours are right but others are way off...I tried changing the size to 1 colour scroll after, but meh :\

http://postimage.org/image/wp7fqjakr/

[Image: bmd.jpg]
Thanked by:
we have a thread dedicated to ripping questions, so I've merged your thread here.
[Image: sweet-capn-cakes-deltarune.gif]
Thanked by: elgan, Ton
It actually looks like you're doing everything right. For the pallette, try exploring 2bpp. Often times the sprite is a different bpp than the pallette.
Thanked by:
(03-09-2013, 11:44 PM)RandomPerson78642 Wrote: It actually looks like you're doing everything right. For the pallette, try exploring 2bpp. Often times the sprite is a different bpp than the pallette.

Thanx, Ill give it a go,

Still a little lost about the spritesheet layout, examples seem to show whole spritesheets, or do they need putting together?


(03-09-2013, 08:11 PM)Mighty Jetters Wrote: we have a thread dedicated to ripping questions, so I've merged your thread here.
Thanx
Thanked by:
Yabause Palette (definitely works for Saturn Bomberman, might even apply for other games)
HEX: 1FE4AF
DEC: 2090159

Format: 2 bytes/colour
Colour Order: BGR
Endianness: Big Endian
Alpha Location: Start
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)
Thanked by:
(03-10-2013, 09:47 AM)elgan Wrote: Still a little lost about the spritesheet layout, examples seem to show whole spritesheets, or do they need putting together?

That's how tile ripping works, you need to manually assemble them.
Thanked by:
Okay, so I think I've found the right forum to post this question in... so I'll just shoot and hopefully you guys can give me a bit of direction.

I'm trying to get some sprites out of Seiken Densetsu 3 (SNES) for a fan game I'm working on, but I am having a hell of a time figuring this sprite ripping stuff out.

I've done some manual sprite ripping in the past using zsnes and animget, but it was an extremely slow and laborious process (and prone to mistakes, missed frames and effect overlays). As I was looking at the Seiken Densetsu 3 sprite sheets available, I noticed a note on the "Eagle" character rip, where the ripper knew exactly how many sprites he needed to rip, and what percentage he had completed. He had something like 82 sprites and he did it in 2 hours. My jaw hit the floor. Something like that would have taken me WEEKS of work, and I would have gotten fed up half way through and never touched my project again.

So I began investigating tools such as YY-CHR, which seemed very promising. But once I loaded Seiken up in YY-CHR and scrolled through the sprite data, it was a jumbled mess regardless of the options I selected (at least compared to games that YY-CHR tutorials typically deal with like Super Mario World). I might get the odd 16x16 sprite that looks perfect, but the vast majority of sprite data for characters seems unorganized and in small, 8x8 blocks. I may have all the pieces (Characters elements are all blocked together, and I have the correct palette selected), but that is one puzzle that would take me a hell of a lot longer than 2 or 3 hours to piece together.

SO, my question is if anybody has ever ripped any character sprites out of Seiken Densetsu 3? If so, which tools and which settings in those tools did you use? What sort of work (and I expect there to still be lots of work even with the correct settings... just not WEEKS per character) is left to do once you have the ripped sprite sheets?
If you haven't tried to rip from SD3, but have experience using sprite ripping software with SNES games, I was wondering if you'd see what you can do and maybe give me some pointers on what I might be doing wrong. I've tried contacting the user who ripped Eagle through his seemingly inactive Youtube and Deviant Art accounts to no avail, so I thought trying here would be my next best option.

Thanks in advance, and sorry for the wall of text.
Thanked by: Ton
Well, I've never played it past the first minutes, but usually we rip SNES games by making savestates on Snes9x and loading them on VSNES.
[Image: lhjFt57.gif][Image: sX7JK6W.gif][Image: 4BB3IOO.gif][Image: qHY3ZCP.gif][Image: oCiv6RT.gif][Image: RNSMdiR.gif][Image: gx5wm3G.gif][Image: ld7rSgS.gif]
Thanked by:
(03-21-2013, 02:17 PM)Magma Dragoon Wrote: Well, I've never played it past the first minutes, but usually we rip SNES games by making savestates on Snes9x and loading them on VSNES.

VSNES? What does that do for you that helps with sprite ripping, I'm not familiar with the tool.
Thanked by:
vSNES is useless when it comes to games like SD3. The game loads all sprites one after another into the VRAM and has no displayed character tiles like in Terranigma. In this case, it's only useful to delete sprites on other sprites, disable screentone/mode7/ripple effects and get unused tiles plus showing parts of the screen your emulator can't reach. The tool works with zsnes quicksaves, btw (scene viewer, palviewer, memviewer).

Normally I would recommend Animget, but in this case you can simply use zsnes. Hit F1 and you have various options to choose from, including a screen capture function (Snapshot/Incr FRM) which is made to get the animations from characters/animated objects.

For the Eagle sheet (which is an enemy and not an NPC):
- Smithy just counted the sprites he ripped, he couldn't know how many frames the character has
- He used savefiles from FantasyAnime and other various sources
- These are old sheets and Smithy wasn't aware of tools like YY-CHR and vSNES (he didn't separate characters and objects which means that he used zsnes to capture these frames, for example mainchars opening chests).
[Image: dariC.png][Image: tumblr_mlf109xOe81rmu6i5o1_250.gif][Image: b0KxM.gif]
Thanked by:
Okay, so I just need to use my old manual method. Okay. I guess it's not THAT bad... Most of the stuff on spriter's resource is awesome, and I'll be able to make use of the vast majority of it... I just need a good Lise and Duran sheet (there's a good one for Duran over on shyguy I think).

My biggest thing is that I just need to roll with what I have and not get caught up on the details. Sure, Koren's walk animation seems to be missing two frames, and I could fix it myself... but nobody but me is going to notice my characters walk animation is a little goofy. Maybe if I actually get close to finishing my game I'll worry about polish issues like that...

*sigh* Okay. At least I can stop wasting time messing with YY-CHR and vsnes (although I can see some uses for them. I'm glad I know they exist at least). Thanks for your help everybody. If I ever actually finish this game, Spriters-Resource is going to get a huge mention in the credits. Not that anybody cares about the credits in a crappy fan game >_>' ...
Thanked by:


Forum Jump: