02-17-2017, 02:13 PM
(This post was last modified: 02-17-2017, 02:14 PM by Raccoon Sam.)
This is an interesting and important question.
Now that I think about it, from a technical point of view, ripping tilesets (and backgrounds, to some extent) should be in fact easier than sprites.
On something as simple as Game Boy games, sprites can be stored in complex byte groups because the information for x, y, tile number, tile priorities and possible high bytes must be all in there. For typical 16x16 blocks however, the information is usually a 4-byte group no less.
I'm implying that writing a general-purpose (possibly even semi-automatic) tileset/background "sniffer" for ROMs even up to SNES/GBA games would be far far easier than a program that tries to interpret data as character sprites. See Djinn Tile Mapper.
Also I agree with puggsoy
Now that I think about it, from a technical point of view, ripping tilesets (and backgrounds, to some extent) should be in fact easier than sprites.
On something as simple as Game Boy games, sprites can be stored in complex byte groups because the information for x, y, tile number, tile priorities and possible high bytes must be all in there. For typical 16x16 blocks however, the information is usually a 4-byte group no less.
I'm implying that writing a general-purpose (possibly even semi-automatic) tileset/background "sniffer" for ROMs even up to SNES/GBA games would be far far easier than a program that tries to interpret data as character sprites. See Djinn Tile Mapper.
Also I agree with puggsoy