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I'm looking for the guy who ripped these Guilty Gear sprites.
#1
Question 
Thing is, I know someone is using classic GG sprites for Mugen.

GG as in Guilty Gear: The Missing Link (for PSone/PSX).

The problem is, I don't know how they were ripped, or how I can get resources for more of them. If anyone could help me find a resource or a place where they are archived, even if it's a Japanese webpage, I'd appreciate it.

Anyway, here's a few examples of some of the sprites I'm talking about:

[Image: Dark_Sentinel.gif][Image: Dark_Sentinel2.gif][Image: Ky6P.gif][Image: KyCoolPose.gif][Image: KyHighK.gif][Image: KyLowS.gif][Image: KyOldRespect2.gif][Image: KyOldTurn.gif][Image: KyOldVT.gif][Image: Ky_Charging.gif][Image: Ky_Old2.gif][Image: KyRage2.gif][Image: Thunder_Cross.png]

And then finally something I made (based on Emulator Capture, notice the resolution isn't even close):
[Image: Scythe_Show.gif]

If anyone can help me find a means to rip GG1 sprites, or maybe even GGXX Accent Core Plus sprites, please help. If you know how to rip the sprites but haven't done so, that's fine too, just show me how to do it and I'll do it myself.

Thanks for any and all information. I'm planning on doing a M.U.G.E.N. project with these sprites eventually if I can find them, especially the Ky sprites.
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#2
To rip the PS1 game you might try using epsxe and the psx-vram together, but it IS going to be a long and hard project. You can also try to record your gameplay in high quality and clean up the sprites, but it's going to be a hard work and might not be exact. I think some guys from mugenguild or mugenbr might be able to help you
[Image: MegaEXESig.png]
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#3
Looks interesting, the sprites itselves have not many colours. If background and sprites are below 256 colours, I could rip them easily with Animget and Paint Shop Pro 5 (I hope this game has a training mode).
[Image: dariC.png][Image: tumblr_mlf109xOe81rmu6i5o1_250.gif][Image: b0KxM.gif]
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#4
Just 4 fun:
http://img444.imageshack.us/img444/3339/ggdragon.png
I like this dragon (part of Cliff's special attack) Heart

As expected, training mode and backgrounds with not many colours. Sadly, Testament is not a playable character =(

@Mimeblade:
If you like, we could rip some of the chars together, you could screenshot the animations with Animget and put them on a sheet.
Tool:
http://www.gmdsoft.de/menne/z3c/animget.htm

And I would delete the background colours and add some stuff (special effects from PSX-VRAM which are not fully visible on your emulator window).
[Image: dariC.png][Image: tumblr_mlf109xOe81rmu6i5o1_250.gif][Image: b0KxM.gif]
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#5
Oh? Really? I have zero knowledge on how that's done but it's awesome all the same!!

Can we chat online? Here's my Usernames:

AIM: Mimeblade
MSN: Mimeblade@hotmail.com
Yahoo: Mimeblade@yahoo.com

Also, Testament IS playable, but you have to use him in Versus or Training mode to do it. You can only unlock Testament and Justice after beating Arcade Mode.

You unlock Baiken by beating the game as Sol or Ky without losing a single round and beat Baiken. You can only play as Testament, Justice, and Baiken in Versus or Training Modes.

There are gamesaves at Gamefaqs you can use to unlock them right away, or you can use Button Codes to unlock them as well.

Also regarding the sprites, in particular I'm trying to get the "animation" frames of Ky Kiske's Destroy Attack in its Native resolution, that way I can blow it up and get to work on remaking the sprites for my Mugen project. Basically, I'm trying to bring some of the "older" frames up to GGX Native Resolution.

I have a lot of the other sprites that were ripped by AOAO for his Ky (he also did Sol, Baldhead, Testament, Zato, Chipp, May and Axl I believe if you need those, I haven't seen them all as they're pretty rare).
[Image: TyrantRave.gif]
[Image: TyrantRaveX_BlackScreen.gif]

Also, this was the best resolution I could get with Animget (I took this a while ago, I'm not that good with emulators).

[Image: DivineVoltage.gif]
(Like I said, I need Native Resolution).

Here's one of my attempts at remaking Ky's old move: Needle Spike:

[Image: Needle_Spike.gif]

It's not the same as his original obviously...but I want to work up to that, so I did a test animation.
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#6
uh, I have only ICQ:
191381744

If you have problems with your emulator, here is my version:
http://www.letsshareit.net/files/152/epsxe170.exe
Works excellent.

Original resolution:
epsxe 1.7 -> task bar -> Config -> Video -> the first "Configure" button
And then:
Window Mode
320x240
Colour depth: 32 Bit
Stretching: Scale to window size, keep aspect ratio
Dithering: No dithering (fastest)
[Image: dariC.png][Image: tumblr_mlf109xOe81rmu6i5o1_250.gif][Image: b0KxM.gif]
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#7
Very Sad

I tried setting up ePSXe the way you suggested and it says "Resolution/Color Depth not supported!"

Does it matter which plugin I use?
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#8
Okay, Nevermind, I figured out what my problem was.

Here are some raw screencaps from Animget for the frames I want to get for Ky Kiske, incidently if you use his Instant Kill on himself, no blood FX come out so you get a clear capture of his frames without blood spraying over the top of it..

http://www.megaupload.com/?d=YUD9ZRBU

I'd like tips on how to clean them, ideally I'd like to preserve the Lighting FX as a separate entity while still keeping the frames, as I can always use more Lighting FX.
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#9
Your screens have a serious problem, there is a bar which hides on nearly every screenshot a part of the character.
Additonally, I checked some more savefiles. Only the current character sprites from the moment you created the savefile are viewable. Rest are special effects of both players and the current stage.

If I think about it... every character frame which is covered by a special effect could only be ripped by such a savefile... I think this would be a mess, no fun at ripping. I think I will give this up before I get frustrated, but it also explains why nobody has ripped a complete character sheet of that game so far.
Mimeblade Wrote:The problem is, I don't know how they were ripped
Mimeblade Wrote:I'd like tips on how to clean them, ideally I'd like to preserve the Lighting FX as a separate entity while still keeping the frames, as I can always use more Lighting FX.
I think I have for both of your problems some suitable tutorials. I don't know if you still want to try a rip from that game, but here they are:



First, PSX-VRAM (ripping the parts of characters, effects, backgrounds)
Tutorial:
http://www.sprites-inc.co.uk/forum/showt...php?t=6300
Program:
http://www.romhacking.net/utils/442/

Short Explanation in own words:
With F1 you can create a save file, use F2 if you want to switch between your save locations. Got to folder epsxe -> sstates -> now you have a data with the file extension .000-/.001-/.002 or something.

Rename this file extension to .gz and unpack it with Winrar or Winzip. Drag this file and drop it into the PSX-VRAM window.

With the keys W, A, S, D you can navigate your red box, which shows you the current graphics you want to view. Switch between the keys 0 and 9 to view both kinds of graphics (different encryptions).
Now the palette:
With your direction keys, you can navigate a red cross to the coloured bars (palettes) to give your sprites the right colours, hold shift if you want to move 1 pixel instead of 16.

These are a few coordinates I found out:
- Backgrounds: 64/480 to 64/486
- Special attacks: 48/480 to 48/495
- Player: 32/487 to 32/492
- Enemy palettes: 48/490 to 48/495

Example screen, on the left above the statue are your palettes:
http://img59.imageshack.us/img59/3859/snag0411.png
Now you can make screenshots~



Second, PSP5 aka Paint Shop Pro 5 (cleaning up a sprite character with manipulation of the colour palette)
Program:
http://rapidshare.com/files/288204974/NE..._Pro_5.exe
(freeware, 5 MB or something, no installation)
If you know an English graphic program with the same function, use it instead of this (it's all in German):

Example sheet with a few animations. First, we count the colours, in this case the sheet has 120 of them.
http://img29.imageshack.us/img29/6025/snag0408.png
http://img141.imageshack.us/img141/7640/snag0409.png
If it's below 256 colours, you can reduce the colour depth without a loss of quality.

Now we reduce the colour depth:
http://img651.imageshack.us/img651/7029/snag0398.png
This is only the filter which should be used, for 1:1-quality:
http://img198.imageshack.us/img198/4171/snag0399.png

With the new colour depth, we can use the manipulation of the colour palette:
http://img718.imageshack.us/img718/1131/snag0400.png

This is how it looks:
http://img641.imageshack.us/img641/1145/snag0401.png

Use the pipette (in the task bar of Paint Shop Pro 5) and choose the colour you want to delete:
http://img28.imageshack.us/img28/5602/snag0402.png

As you can also see in the previous screenshot, the chosen colour is marked with a frame:
http://img59.imageshack.us/img59/7730/snag0403.png

Here you can see the pipette again, choose a new colour (in this case: green) which replaces the old colour:
http://img25.imageshack.us/img25/8417/snag0404.png

okay, green for blue/something (I don't know how this colour tone is called). Now we click "OK":
http://img175.imageshack.us/img175/6673/snag0405.png

yeah, we replaced the other colour tone with green. You can see the result on the left, the old colour from the background is gone. Now repeat this steps until everything except the character is deleted.
http://img29.imageshack.us/img29/9519/snag0406.png

If you want to cheat a little bit, you can use the lasso and define an area + using the scissor icon:
http://img163.imageshack.us/img163/7389/snag0407.png
The defined area will be also deleted. Personally, I use a mix between both methods.

Result (example):
http://img269.imageshack.us/img269/9058/...rsheet.png
yeah, a status bar hid a few pixel of his shoe.
[Image: dariC.png][Image: tumblr_mlf109xOe81rmu6i5o1_250.gif][Image: b0KxM.gif]
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