11-02-2024, 08:22 PM
(This post was last modified: 11-05-2024, 08:09 PM by Barack Obama.)
Some current WIPs.
Ripping from the tile map viewer in bsnes-rawpalettes is really different compared to Tengai Makyou Zero.
Basically you have "strips" in a horizontal or vertical line which you can map within this viewer, instead of going around and trying to map a square.
This means you go around the map in emulator and look how it updates / displays on the tile map viewer and then screenshot it.
This is how games update within tile map viewer:
Rudra: Squares, but lower /upper layer are mixed
Tales of Phantasia: Squares
Lufia 2: Squares
Star Ocean: Squares, but it updates the tile map viewer with 8x8 tiles instead of the usual 16x16
Tengai Makyou Zero: Squares
Secret of Evermore: Strips, vertical / horizontal
So far SoE covers the most of a map, which is pretty nice and makes rips faster.
Rudra on the other hand was the slowest so far, but back then I didn't have that much experience with the tile map viewer (most maps were screenshotted with deactivated layers and the internal screenshot function).
Btw it's also neccessary to keep a look at the opposite corners & edges of the current map in tile map viewer, since the emulator updates them here and there with similar garbage / placeholder tiles.
Ripping from the tile map viewer in bsnes-rawpalettes is really different compared to Tengai Makyou Zero.
Basically you have "strips" in a horizontal or vertical line which you can map within this viewer, instead of going around and trying to map a square.
This means you go around the map in emulator and look how it updates / displays on the tile map viewer and then screenshot it.
This is how games update within tile map viewer:
Rudra: Squares, but lower /upper layer are mixed
Tales of Phantasia: Squares
Lufia 2: Squares
Star Ocean: Squares, but it updates the tile map viewer with 8x8 tiles instead of the usual 16x16
Tengai Makyou Zero: Squares
Secret of Evermore: Strips, vertical / horizontal
So far SoE covers the most of a map, which is pretty nice and makes rips faster.
Rudra on the other hand was the slowest so far, but back then I didn't have that much experience with the tile map viewer (most maps were screenshotted with deactivated layers and the internal screenshot function).
Btw it's also neccessary to keep a look at the opposite corners & edges of the current map in tile map viewer, since the emulator updates them here and there with similar garbage / placeholder tiles.