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Ripping Questions
(03-02-2009, 09:21 PM)metroidrules Wrote: wah sup!!1! i was looking for a good sprite ripping program that a novice could use... any suggestions?
Tile Molester
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Got a link? (i have this gay protecter thing on my computer for my lil bro... so NO google, or ask, or yahoo.... T_T )
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http://sdb.drshnaps.com/Resources.htm
download the third file
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Big Grin Big Grin cool thanks
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(03-01-2009, 05:15 PM)Orgasmatron Wrote:
(12-29-2008, 12:45 PM)Orgasmatron Wrote: Is it possible to change the background color once the background layers are disabled using any SNES emulator? I'm in a bit of a bind, the sprite I'm trying to rip's outline is the same color as the background.

Anybody?

Yeah, I was able to fix that problem in VBA by using a Codebreaker code. It's possible depending on what emulator you're using- It has to have a palette viewer for the trick to work.
What emulator are you using?
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I'm experiencing this problem, too. I'm using Mario Golf: Advance Tour. What do I do?
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(03-07-2009, 01:39 PM)A.J. Nitro Wrote: I'm experiencing this problem, too. I'm using Mario Golf: Advance Tour. What do I do?

If you're using Visual Boy Advance, open up the Palette Viewer from the Tools menu, and find the color in the left box (the box labeled "background") that you want to replace-- In theory, the slot you are looking for is the one in the upmost far left corner of that box, but I haven't confirmed that this is true for all GBA games. Click on that color square in the box, and you should see information on it pop up in the lower left: Address, R, G, B, and Value. Take the address (which should be in the format 0xZZZZZZZZ, with 0x meaning Hexadecimal and the Zs representing your address- for me, it was 50000000), and copy it somewhere so you can remember it. Now, find the color you want to replace it with, also in that box- I went with a gray color I found a few blocks to its right- and copy down its Value (in the format 0xYYYY; for me, the value was 4210). Once you have these two values, it's as simple as opening up your Cheat List and entering in a Codebreaker code as follows:
8ZZZZZZZ YYYY
Give it a title, click OK, make sure the cheat is turned on, and click OK out of the Cheat List. The changes should take effect immediately, but if they don't, try going to a menu screen and going back in-game, or if all else fails Reset (Ctrl+R) the cartridge with the code turned on.
In Metroid Fusion, I can only see the changed background color when layers 1-4 are turned off, so don't be surprised if you don't see any changes until you turn those layers off.
Let me know if you have any problems.
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Does anybody know of a capture program for the ds that disables layers?
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You're best bet would probably be DeSmuME + AnimGet. Unfortunately, as far as I know, there isn't a DS emulator with the ability to go frame-by-frame and disable layers.
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no$gba disables layers but none of them has a frame by frame thing. Desmume has the oam and stuff like VBA has. I'll play around with some stuff a little bit and see what I get.
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My TSR sprite topic
[Image: ZoidsProject.png] last updated on: December-22-09 fixed weapons sheets 1 and 2 and the republic and imperial sheets
[Image: l_b489bf24c48c43a689123b07de56b838.gif]<-----my first sprite I made

[Image: zoid_but_1.png]--- come and visit my zoids sprite site.

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(03-01-2009, 05:15 PM)Orgasmatron Wrote:
(12-29-2008, 12:45 PM)Orgasmatron Wrote: Is it possible to change the background color once the background layers are disabled using any SNES emulator? I'm in a bit of a bind, the sprite I'm trying to rip's outline is the same color as the background.

Anybody?

I got the same problem here, when I was ripping Batman Return's bosses. And that's why I didn't even talked about ripping Batman himself. Most of emulators seems to follow some default color or index linked to the regular background layer.
Which emulator you use?
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I made a special genesis emulator with layer removal, which had an extra layer I built which goes under all backgrounds but above the plain black background layer, which was pure magenta. It was a serious bitch to make, and it the emulator started having a tonne of faults, so I don't know if I can really do anything for SNES since it's entirely different.
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(03-09-2009, 04:38 AM)Dazz Wrote: I made a special genesis emulator with layer removal, which had an extra layer I built which goes under all backgrounds but above the plain black background layer, which was pure magenta. It was a serious bitch to make, and it the emulator started having a tonne of faults, so I don't know if I can really do anything for SNES since it's entirely different.
^^This. You're pretty much only going to be able to do it is to modify the source code to the emulator.

This is how you would change it in snes9x 1.51.

Find the S9xGraphicsInit function in gfx.cpp
Code:
ZeroMemory(BlackColourMap, 256*sizeof(uint16));
^^ find that line

underneath put
Code:
for(int i = 0; i < 256; i++)
    BlackColourMap[i] = BUILD_PIXEL(255,0,255);

next open tile.cpp and search for the word "backdrop" which will be in a comment then underneath that you will find the line
Code:
GFX.ScreenColors = FX.ClipColors?BlackColourMap:GFX.RealScreenColors; \
which you will need to replace with the line
Code:
GFX.ScreenColors = BlackColourMap; \

Only for people who know what they're doing.

For most gba rips i'd recommend my modified version of vba (Seen/Ignored on page 5).
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help me how i rip sprite!!!!!!!!!!!!!!

I decided to do a little bit more ripping from Naruto: Path of the Ninja 2 [DS], but I'm doing it the hard way....through Tahaxan. By writing up my own plugins I was able to use Tahaxan's decompression method to get some things like enemies [by decompressing the file and using a 4bit palette], but it seems like every folder has its own filetype and it's making the whole process really complicated. Cry

My goal's to rip the battle backgrounds [a_map folder or b_map i believe. there are .n and .m format files there]
and the character sprites (I feel that a lot were missed in the archive)
without having to play through the game to do so

Another problem is that if I go through the game using the same uh, "plugin rules" I'll have files that have loopy sizes with odd-numbered tilecounts and stuff. It's very annoying.

Barubary would be awesome if he stopped by this thread and helped me out here. He bailed me out last time when I was ripping the last of AWDOR's sprites, and he'd be a super brother if he took a shot at this one Cry

Likewise, if there was a program that decompresses files like Tahaxan does, that would make the process a million times easier. I feel like it's not LZ77-compressed, but something else...
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I just found the same program today on Sprite database and they say that you'll need Tile Molester to use a lot of the files. There are other programs there that might be able to help but to me that you kinda have to you some of them as a team.

I haven't tryed these programs out yet but I'm hoping it will all be good results.
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My TSR sprite topic
[Image: ZoidsProject.png] last updated on: December-22-09 fixed weapons sheets 1 and 2 and the republic and imperial sheets
[Image: l_b489bf24c48c43a689123b07de56b838.gif]<-----my first sprite I made

[Image: zoid_but_1.png]--- come and visit my zoids sprite site.

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