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(03-20-2010, 05:44 PM)Ultimecia Wrote: Now that was rude. I was going to look for more for you but now... Have fun How was that rude?! I wasn't being mean to you, I was just stating how bad that method is, because I've already tried it. For what I need, the only way to do it would to get the actual files from the game. Sorry if I sounded rude, I didn't mean it that way at all.
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(03-20-2010, 10:24 PM)Tyeforce Wrote: (03-20-2010, 05:44 PM)Ultimecia Wrote: Now that was rude. I was going to look for more for you but now... Have fun How was that rude?! I wasn't being mean to you, I was just stating how bad that method is, because I've already tried it. For what I need, the only way to do it would to get the actual files from the game. Sorry if I sounded rude, I didn't mean it that way at all.
Why? AnimGet should work perfectly, unless you're just super lazy.
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03-21-2010, 04:00 AM
(This post was last modified: 03-21-2010, 04:03 AM by Tyeforce.)
(03-21-2010, 03:33 AM)Lemon Wrote: (03-20-2010, 10:24 PM)Tyeforce Wrote: (03-20-2010, 05:44 PM)Ultimecia Wrote: Now that was rude. I was going to look for more for you but now... Have fun How was that rude?! I wasn't being mean to you, I was just stating how bad that method is, because I've already tried it. For what I need, the only way to do it would to get the actual files from the game. Sorry if I sounded rude, I didn't mean it that way at all.
Why? AnimGet should work perfectly, unless you're just super lazy. Because I would have to play through the ROM to get the sprites, and that's not something I want to do. I refuse to support piracy, and I'm already playing the real game on my DS, anyway. I already feel bad for just downloading the ROM. All I want to do with it is extract the sprites so I can delete it and move on.
Also, even if I were to do it your way, from what I hear, DeSmuME displays colors slightly wrong. Yes, I'm that picky. And if you're a good sprite ripper, you should be, too. Who wants incorrectly colored sprites, even if it's just the slightest bit off?
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Even between the console models (DS, DSLite, DSi) there are differences. There's no such thing like a totally accurate playing.
And in many places, having the rom is technically having a backup copy, so it isn't piracy.
I don't know if there are any title extracting programs for Mac, at least I never heard of. And not everyone manages to learn how to use them, and most of times you got to do some assembling.
You're not being picky, but super-picky. Both Lemon and myself are long-time rippers (I myself I'm between the top ten rippers here) and many of my stuff I got from playing the game and using AnimGet. And Lemon is a veteran Pokemon ripper.
Well, all I can say is good luck
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03-21-2010, 02:24 PM
Im new to this hold thing. i have a final project to do. can you give me a simple briefin on this page. i thought i understood but i dont and i have downloaded snes file. but its nothing but (to me) f&A question.
(05-29-2008, 12:33 PM)Badassbill Wrote: Don't know wtf you're doing when it comes to ripping/capturing sprites? Then good news! In this topic I will be laying down the basics of sprites and emulators.
The main things to look for in an emulator (as far as capturing sprites goes) is good layer and frame control. Layers are the separate planes that hold different sets of graphics, Background, Tiles, Sprites etc etc. Frames are the individual ...well frames of a game when you are emulating them, and frame control is being able to control the frames either by FPS (frames per second) or pausing and then going a single frame backwards or forwards. There are other features that can help in capturing sprites, such as the OAM viewer in Visualboy Advance, but we'll get to that later. Now for the consoles and emulators themselves.
Nintendo - NES
The NES is notoriously hard to capture from, as even though the graphics are basic; you cannot separate the layers of graphics within the programs. If you are capturing graphics you need to cut out sprites and tiles manually.
Nestopia (<-Download)
Mac OSX
Features:
Frame Control (FPS only)
Palette Control
Save States
Cheat Codes
Joystick Support
(Windows only)
Minimum system requirements:
# Processor: Pentium MMX or comparable AMD
# Ram: 64MB
# Video: Direct3D 9.0 compatible graphic card.
# Software Installed: DirectX 9.0c or superior.
And if you are wanting to make some custom sprites or mock-ups to fit in NES style, here are the system specs/limitations:
# Resolution: 256x224 (ntsc) or 256x239 (pal)
# Colors available: 52
# 4 colours per sprite/tile (Including transparency)
# Max Colors on screen: 16, 24 or 25.
# Max sprites: 64
# Max sprites per line: 8
# Sprite size: 8x8 or 8x16
# Picture Scroll: 2 h.v
# RAM: 16 Kbit (2kbyte)
# Video RAM: 16 Kbit (2kbyte)
Super Nintendo - SNES
The SNES is usually a very easy choice for capturing games, as both leading emulators have excellent layer and frame control.
ZSNES (<-Download)
SNES9X (<-Download)
Mac OSX
Features:
Layers
Palette Control
Frame Control
Save States
Cheat Codes
Joystick Support
Personally I prefer SNES9X, but both get the job done.
And if you are wanting to make some custom sprites or mock-ups to fit in SNES style, here are the system specs/limitations:
# Resolutions (Progressive) 256x224, 512x224, 256x239, 512x239 (Interlaced) 512x448, 512x478
# Pixel Depth 2, 4, 7, or 8 bpp indexed; 8 or 11 bpp direct
# Total Colors 32768 (15-bit)
# Sprites 128, 32 max per line; up to 64x64 pixels. 16 colours (including transparency) per sprite/tile.
# Backgrounds Up to 4 planes; each up to 1024x1024 pixels
# Effects:
-# Pixelization (mosaic) per background
-# Color addition and subtraction
-# Clipping windows (per background, affecting color, math, or both)
-# Scrolling per 8x8 tile
-# Mode 7 matrix operations
Nintendo Gameboy/Colour/Advance - GB/C/A
Visualboy Advance (<-Download)
Mac OSX
Features:
Layers
OAM Viewer
Palette Control
Frame Control
Save States
Cheat Codes
Joystick Support
The OAM Viewer is a feature that lets you scroll through every sprite that is currently on screen and view it fully on its own, so if sprites are overlapping in frames you can just grab them from the OAM viewer.
And if you are wanting to make some custom sprites or mock-ups to fit in GB, GBC, or GBA style, here are the system specs/limitations:
(Gameboy)
# 4 Colours on screen (White, 1/3 Grey, 2/3 Grey, Black). 4 Colours per sprite/tile including transparency.
# Screen Resolution of 160×144.
# Sprites: 20 - 8x16, 8x8 (max 4 colours including transparency)
# Tiles: 256 on screen (max 4 colours including transparency)
(Gameboy Colour)
# Colour: 10, 32, or 56 on screen colors from a palette of 32000 (56 = 32 tile colours and 24 sprite colours)
# Resolution: 160x144
# Sprites: 40 - 8x16, 8x8 (max 4 colours including transparency)
# Tiles: 512 on screen (max 4 colours including transparency)
(Gameboy Advance)
# Resolution: 240 x 160 pixels.
# Color support: 15-bit RGB (16-bit color space using 5 bits depth per channel), capable of displaying 512 simultaneous colors in "character mode" and 32,768
(2^15) simultaneous colors in "bitmap mode".
(The rest of the limitations are very similar to SNES, if not exact)
Nintendo DS - NDS
Nintendo DS is fairly new to the emulation work, so ROM support is ... well ... shit. The best emulator by far is NO$GBA, and ironically you have to pay for the latest version. Version 2.5 is free.
NO$GBA (<-Download)
Features:
Layers
Save States
I'd also reccomend using Animget, which will capture every singe frame for you.
DO NOT ASK FOR ROMS. ROMS ARE ILLEGAL.
More to come later on.
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(03-21-2010, 12:46 PM)Ultimecia Wrote: Even between the console models (DS, DSLite, DSi) there are differences. There's no such thing like a totally accurate playing.
And in many places, having the rom is technically having a backup copy, so it isn't piracy.
I don't know if there are any title extracting programs for Mac, at least I never heard of. And not everyone manages to learn how to use them, and most of times you got to do some assembling.
You're not being picky, but super-picky. Both Lemon and myself are long-time rippers (I myself I'm between the top ten rippers here) and many of my stuff I got from playing the game and using AnimGet. And Lemon is a veteran Pokemon ripper.
Well, all I can say is good luck Well, then can you tell me the best applications to do the job on Windows? I guess I could boot into Vista to do it... >_> And thanks again.
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How can I rip PSX sprites? I've looked all around and I can't find anything, I tried PSicture but it won't work with the game I'm trying to rip (Disney's Hercules). I can't even find a emulator that'll work (Either it's the emulator or my computer). Is there anything I can do?
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Have you already tried using a software called "Vram"? It lets you to see what's stored on a save state, rather than scanning the game itself.
If that one doesn't works, then you are out of luck. (PSX ripping is difficult and the tools available are limited. As a PSX ripper, I talk by experience.)
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@Ganonthegreat:
PSX-VRAM
http://www.sprites-inc.co.uk/forum/showt...php?t=6300
Emulator (my own version, epsxe 1.7):
http://www.letsshareit.net/files/152/epsxe170.exe
Additionally:
http://www.gmdsoft.de/menne/z3c/animget.htm
@jakesteezy:
Why do you quote the whole main post?
As far as I can read from your post, you want to rip something from the SNES:
Quote:I suggest you check them again and using F1 (zsnes 1.5):
Save Snapshot - is normal screenshotting
Snapshot /INCR FRM - shows animations frame for frame and screenshots them, very good for animations
INCR Frame only - shows animations frame for frame without screenshotting, also good for viewing the animation structure (I recommend a combination with Snapshots /INCR FRM and this option)
Move this window - If the window hides the animations you can move it to another place
You can also make external save files (yes, even in fights) and load/store them as you want. Using the limited saves from the game itself is not neccessary.
Don't use animget, in this case it's useless and more annoying (bmp-files, uncontrollable and useless amounts of pictures).
Other method: YY-CHR
http://www.spriters-resource.com/resourc...ychr-snes/
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03-21-2010, 03:53 PM
Mybe you can help me out. I new to this thing call sprite. I currently workin with gamemaker8 and i just having problem corporating sprites to gamemaker.. any suggestion??
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Unfortunately PSX-VRAM just looks to complicated for me to work, so I guess I'll have to start with some easier rips.
@Jakesteezy: It depends, are you using them for Game Maker games, or are you just making sprites with it. If it's the second choice I wouldn't use Game Maker, I'd use MS Paint, it's way simpler and it much better to use.
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(03-21-2010, 02:32 PM)Tyeforce Wrote: (03-21-2010, 12:46 PM)Ultimecia Wrote: Even between the console models (DS, DSLite, DSi) there are differences. There's no such thing like a totally accurate playing.
And in many places, having the rom is technically having a backup copy, so it isn't piracy.
I don't know if there are any title extracting programs for Mac, at least I never heard of. And not everyone manages to learn how to use them, and most of times you got to do some assembling.
You're not being picky, but super-picky. Both Lemon and myself are long-time rippers (I myself I'm between the top ten rippers here) and many of my stuff I got from playing the game and using AnimGet. And Lemon is a veteran Pokemon ripper.
Well, all I can say is good luck Well, then can you tell me the best applications to do the job on Windows? I guess I could boot into Vista to do it... >_> And thanks again. Anyone? =/
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I want to try a rip, but I don't know what? Any suggestions for an easy first rip?
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Do you have any favourite PSX-games you like? This would make the decision easier. Personally, I would never rip from a game which doesn't awake my interest.
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You may as well check the principal sprite ripping communities around, just to see if your favorite games are already ripped.
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