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Mega Drive/Genesis ripping tutorial
#1
This is a quick sprite ripping tutorial for the Sega Mega Drive/Genesis. All you'll need is Gens Kmod:

http://gendev.spritesmind.net/page-gensK.html

NOTE: Gens Kmod is a modification of the Gens emulator, which adds various debug functions. Since Gens itself hasn't been updated in a while, glitches may occur.

NOTE 2: This tutorial should also work with 32X and Sega CD.

Boot up your game play it to the point where the sprites you want are. Pause the game (depending on the game, you may need to pause the emulator itself, for that just press "Esc"), the choose the menu "CPU -> Debug":

[Image: nu6lE5z.png]

You have two ways of ripping the sprites:

* In one, you choose the menu "CPU -> Debug -> Layers". This will bring a pop-up window with various checked boxes, which allow you to disable the background layers or the sprites themselves (useful if you want to rip the backgrounds):

[Image: VvQRE7C.png]

* The second way, you choose the menu "CPU -> Debug -> Genesis -> VDP" (not VDP - Sprites, that's for another thing). This will bring a pop-up window showing five palletes and the tiles. By clicking one pallete, you change the palette on the tiles. There are four palletes, plus a fifth, "smart" pallete, which is useful for ripping sprites with black pixels which blend with the background:

[Image: fZVm4n9.png]

Now you have two options: you can either save the tiles to a bmp file, by using the "Tiles to Bitmap" button, or you can Print Screen and paste on Paint to edit.
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#2
Can I share the method I use?

I would like to share the way I use to rip sprites from Genesis, which is very easy.
In some games, the background color is black, which render the rips useless
[Image: 2sbuc9f.jpg]

There is a emulator called DebuGens, which is a modified version of Gens, which uses a Lua (a Brazilian programing language used on many games, like WOW, SFIV, etc) script that let you choose the background color.

The emulator is here (its tbe 11b version) https://code.google.com/p/gens-rerecordi...loads/list

You need to load this
Code:
gens.registerbefore(function(address,size)
    local p,t=vdp.readpalette(1,1);
    local c=pal.getcolor(t[1],1);
    c.A=255;
    c.B=255;
    c.G=0;
    c.R=255;
    pal.setcolor(t[1],1,c);
    vdp.writepalette(1,t[1]);
end)

Just put it in text file and give it .lua extension.
[Image: QdcKCT7.jpg]
#3
I actually Ihave using Gens Svn346 and DebuGens, but I tried to tipping an sprite but I have encountered a problem, the sprite when jump they go offscreen, have any solution to ripping in this case?

[Image: Wd0a5wT.png]
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#4
The only way I can think of is using the second method in the tutorial, and just assembling the tiles manually. This is of course a bit of a hassle, but I don't think you can move the camera or the sprites, so it looks like the only option.
You may have a fresh start any moment you choose, for this thing that we call "failure" is not the falling down, but the staying down. -Mary Pickford
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#5
There is a program that can open Gens savestates (or anything that is *.gs#), called the Genesis Savestate Viewer. You might need to recolor stuff, but it should be able to get the cutoff stuff.

http://segaretro.org/Genesis_Savestate_Viewer
Doofenshmirtz: This is a little bit awkward but have you seen my escape jet keys? (Perry nods) What, you have? Well that's great! So where are they? (Perry looks away) You won't tell me? Is this because you don't speak or are you just being a jerk?
~Phineas and Ferb, "One Good Scare Ought to Do It!" (2008)
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#6
(06-28-2014, 07:10 PM)Deathbringer Wrote: There is a program that can open Gens savestates (or anything that is *.gs#), called the Genesis Savestate Viewer. You might need to recolor stuff, but it should be able to get the cutoff stuff.

http://segaretro.org/Genesis_Savestate_Viewer

Well I think we still in right way, but this is the only I get in the moment

[Image: QBfA7sh.png]
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#7
Try this, in GSavestate.ini change "AutoDetectVRAMEndian=1" to either 0 or 2, the problem you're having is that it's reading the file as big endian instead of little endian.

Scratch that, some emulator savestates will be little endian, some will be big endian. You can try another savestate and see if that loads up better.
Doofenshmirtz: This is a little bit awkward but have you seen my escape jet keys? (Perry nods) What, you have? Well that's great! So where are they? (Perry looks away) You won't tell me? Is this because you don't speak or are you just being a jerk?
~Phineas and Ferb, "One Good Scare Ought to Do It!" (2008)
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#8
(06-28-2014, 09:46 PM)Deathbringer Wrote: Try this, in GSavestate.ini change "AutoDetectVRAMEndian=1" to either 0 or 2, the problem you're having is that it's reading the file as big endian instead of little endian.

Scratch that, some emulator savestates will be little endian, some will be big endian. You can try another savestate and see if that loads up better.
Well I didn't find any method from show the sprites, at moment only that show is shadow from sprites, I have tried change the values in *ini file, but without no results
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