Posts: 7
Threads: 3
Joined: May 2024
I've been using YYCHR to extract sprites and pallets from SNES games. One issue I've run into is properly arranging the sprites into presentable spritesheets.
CHR000.bmp (Size: 17.05 KB / Downloads: 22)
Just as an example, here's Bones from Mighty Morphin Power Rangers. Some of the animation frames are easier to assemble than others, but others make me feel like a paleontologist trying to construct a dinosaur (appropriate, given the character). I have no idea which 16x16 squares go where, which ones are used more than once, etc, and if I was able to use gameplay footage, I probably wouldn't be here in the first place.
Is there an easy way to figure this out without going into a hex editor, or do I need to just trial-and-error these jigsaw pieces until they fit?
Posts: 1,539
Threads: 21
Joined: Mar 2020
Oh, this game?
https://www.spriters-resource.com/snes/m...errangers/
RTB just ripped Bones, you can look at his sheet if you want to know how it gets arranged.
Btw, you can't puzzle everything together since the game algorythm isn't always clear. RTB probably uses fancy reverse engineer BMS scripts that no one else understands, including me.
Personally, I prefer bsnes-rawpalettes and would either deactivate layers or use the build-in sprite viewer to capture this guy.
Yeah, way ahead of you there, otaking3582. I'd quietly ripped and uploaded those alongside the Rita's Rewind sprites I'd uploaded the other day.
But yeah, my own submission of Bones (and by extent, every other sprite sheet of mine there) had the sprites ripped from gameplay recordings, so there's nothing out of the ordinary there. Thankfully with Mighty Morphin Power Rangers, the game uses 16x16 tile chunks minimum, so it was a fair bit easier to manually piece them together using the screen-ripped sprites as a reference, compared to if they were 8x8 instead.
Posts: 7
Threads: 3
Joined: May 2024
(01-13-2025, 07:49 PM)Random Talking Bush Wrote: Yeah, way ahead of you there, otaking3582. I'd quietly ripped and uploaded those alongside the Rita's Rewind sprites I'd uploaded the other day.
But yeah, my own submission of Bones (and by extent, every other sprite sheet of mine there) had the sprites ripped from gameplay recordings, so there's nothing out of the ordinary there. Thankfully with Mighty Morphin Power Rangers, the game uses 16x16 tile chunks minimum, so it was a fair bit easier to manually piece them together using the screen-ripped sprites as a reference, compared to if they were 8x8 instead.
Oh great, that's several hours of my life that I'm never gonna get back...
You actually won't ever get any hours of your life back, regardless of whether somebody else also shares existence with you.
Tsunami Bomb - The Simple Truth
We could run away
Leave behind anything paper
Not knowing where we're going to stay
When there's no Mondays
You're part of me, it's so easy to see the simple truth
When I'm in your arms, I feel safe from harm and sorrow too
You're part of me, it's so easy to see the simple truth
But most of all, nothing couldn't be solved when I'm with you
Posts: 7
Threads: 3
Joined: May 2024
(01-14-2025, 05:12 AM)Dazz Wrote: You actually won't ever get any hours of your life back, regardless of whether somebody else also shares existence with you.
It's a figure of speech, but you're probably right. Dwelling on it won't solve anything.
Posts: 1,539
Threads: 21
Joined: Mar 2020
Probably just time that you could spent on something more valuable.
But honestly, this is how you learn until you find better methods to approach and rip the stuff you want.
At least for me, I'm looking back at older games I've ripped and would never go back from my current tools.