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(04-12-2020, 04:53 PM)rufaswan Wrote: Wow! A lot of replies happened during my break! How is everybody doing?
When I looking on Pearl sprite data, I find it strange that the sparkle ring palette is on 11th. Checking with other sprites confirm the palette is normally used for effects. So when I make all 11th palette to become alpha mask, this sprite appears:
It is the same sprite with semi-transparent on my last post! Amazing!
Guess it is an example of the data DO exists. I just don't know what am I looking for, but "The truth is out there". Somewhere.
I also figured out the mean of value 3. For 1, it is PIXEL = FG + BG , and for 3, it is just PIXEL = (FG / 5) + BG . They are both additive blending, and is used multiple time on top of each other. Roa/Lumine on world map is using alpha mask like this to create lighting effect.
...Interesting. So that's how Playstation do alpha-blending, huh?
As for my question about translating RGB into RGBA, I managed to figured out the answer on my own.
Since additive blending is PIXEL = FG + BG , so by using an example:
rgb(136,136,136) + rgb(96,96,64) = rgb(232,232,200)
BUT once you converted rgb(136,136,136) into rgba(255,255,255,136) and assembled into sprite, the formula also changed to PIXEL = (FG.R * FG.A) + (BG * (1 - FG.A)) . It will prevent any part that do not require blending to be blend. Therefore, it will become
rgba(255,255,255,136) + rgb(96,96,64) = rgb(180,180,165)
The result is not the same anymore. It is less brighter than it should be.
For comparison:
So even I able to keep (FG.R * FG.A) part correct, I am still screwed by (BG.R * (1 - FG.A)) part.
That sucks. I was hoping for a 100% faithful rip. Guess that's not going to happen.
What do you guys think? Can this problem be solve? Or do you guys consider it is good enough to be acceptable? Let me know.
Take care,
- Rufas
Bud, you have done a magnific work... this thing of the alpha blending or something doesn´t matter! its beautiful anyway! trust me.
Its more than acceptable, nobody will notice anyway lol
You usually use these sprites in animations, and each frame using those specific sprites takes like 2ms or something. Its not a problem!
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You're doing a great job, Rufus. If you decide to do the alpha channel or not, it's fine by me. Heck, why not have both versions of those sprites on the same sheet just for completion's sake?
God is good.
An old fart who sits on a chair, giving animation and pixeling advice,... and calls everyone son...
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Great! So here you go:
http://www.mediafire.com/file/umcvyut8ib...33.7z/file
(FILE INFO : it has 440,790 png and ~2278 MB unpacked)
Changelog:
1. (/ana and /wm) Semi-transparency parts on sprites.
2. (/ana) Animation sequence copies inside folders.
3. (/map) Re-rip for any missing map objects.
4. (/ana/effect) Re-rip properly and with semi-transparency.
5. (/tools) Source code cleanup. Now /ana , /wm , and /map all used the same function to reassemble sprites/maps.
I know it is going to be a huge file with tons of copies, so in an attempt to reduce the file size, I trimmed off the blank space around the edges of the sprites. I hope that helps, even a little.
Quote:Heck, why not have both versions of those sprites on the same sheet just for completion's sake?
If you do that, you'll notice how much better the sprite with semi-transparency look ;P
Take care,
- Rufas
Posts: 1,380
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Joined: May 2008
Excellent! I don't have the tools to handle transparency when making sheets, so I'll leave this to someone else... or find someone to help out. I won't be able to download this file until sometime later.
God is good.
An old fart who sits on a chair, giving animation and pixeling advice,... and calls everyone son...
Posts: 68
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(04-14-2020, 04:11 PM)rufaswan Wrote: Great! So here you go:
http://www.mediafire.com/file/umcvyut8ib...33.7z/file
(FILE INFO : it has 440,790 png and ~2278 MB unpacked)
Changelog:
1. (/ana and /wm) Semi-transparency parts on sprites.
2. (/ana) Animation sequence copies inside folders.
3. (/map) Re-rip for any missing map objects.
4. (/ana/effect) Re-rip properly and with semi-transparency.
5. (/tools) Source code cleanup. Now /ana , /wm , and /map all used the same function to reassemble sprites/maps.
I know it is going to be a huge file with tons of copies, so in an attempt to reduce the file size, I trimmed off the blank space around the edges of the sprites. I hope that helps, even a little.
Quote:Heck, why not have both versions of those sprites on the same sheet just for completion's sake?
If you do that, you'll notice how much better the sprite with semi-transparency look ;P
Take care,
- Rufas
Holy sh**! 2GB unpacked... Rufas, you are something else, not from this world for sure, us mortals can´t make such a thing in so few days :p
Seriously though, awesome work Rufas.
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I am floored he ripped the whole game. 2GB worth of graphics. THIS GAME IS DONE.
Now onto the DS Castlevanias!
...if he has time.
God is good.
An old fart who sits on a chair, giving animation and pixeling advice,... and calls everyone son...
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(04-14-2020, 07:15 PM)SmithyGCN Wrote: I am floored he ripped the whole game. 2GB worth of graphics. THIS GAME IS DONE.
Now onto the DS Castlevanias!
...if he has time.
Yeah, this guy is a fuck*ng genius.
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I realize sprite ripping, especially for Playstation, DS, and onward sprite based games, has now been revolutionized by this guy.
God is good.
An old fart who sits on a chair, giving animation and pixeling advice,... and calls everyone son...
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(04-18-2020, 12:56 PM)SmithyGCN Wrote: I realize sprite ripping, especially for Playstation, DS, and onward sprite based games, has now been revolutionized by this guy.
Totally buddy... now my dream in ripping would be done if he can do Xenogears, damn, those battle sprites are NICE.
I want to have ID, Grahf, Ramsus, etc... And make a nice RPG-Fighting game with these ones.
Its been a while since i did battle animations, but these sprites would fit perfectly for i what i want to do.. (i am not good writing stories anyway, it always ends in something cliché as fuck or some useless crap)
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04-18-2020, 09:15 PM
(This post was last modified: 04-18-2020, 09:20 PM by SmithyGCN.)
Let's not swamp him with requests. ^^; Let's let him catch his breath.
God is good.
An old fart who sits on a chair, giving animation and pixeling advice,... and calls everyone son...
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(04-18-2020, 09:15 PM)SmithyGCN Wrote: Let's not swamp him with requests. ^^; Let's let him catch his breath.
Hahaha right, i just hope he can do Xenogears, after that my life in sprite ripping is complete.
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Been trying to get the palettes from CV Portrait of Ruins these few days. No luck. Even I know where the palette is, I still can't find the data to link it to there.
CV Dawn of Sorrow also the same problem. Not getting anywhere.
CV Order of Ecclesia, however, HAS a pointer to palettes! So I got these for show:
ooe banshee.zip (Size: 86.67 KB / Downloads: 181)
ooe jersey devil.zip (Size: 180.25 KB / Downloads: 231)
ooe axe knight.zip (Size: 81.24 KB / Downloads: 179)
But still, I can't get all of them ripped. Some of the palettes are on overlay files. No idea how to get there.
On the other hand, I can safely say the tools for PlayStation can be reused for NDS. Both systems has a lot of similarities (little-endian, RGB555 color format).
Quote:Let's not swamp him with requests. ^^; Let's let him catch his breath.
Don't worry about it. I can take my own sweet time doing it. No hurries.
Just extracted the files from Xenogears (it has 2 disc!), and once you removed all the duplicates on disc 2, the ones left are just movies. So I only to work with 1 disc worth of data.
Let's hope I'll have better luck finding stuff on Xenogears than on Castlevania NDS.
Take care,
- Rufas
P.S. @Admin It seems I'm straying off from the original topic. Let me know if I need to make a new thread. Thanks.
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04-20-2020, 04:43 PM
(This post was last modified: 04-20-2020, 04:44 PM by Mortifier777.)
(04-20-2020, 02:45 PM)rufaswan Wrote: Been trying to get the palettes from CV Portrait of Ruins these few days. No luck. Even I know where the palette is, I still can't find the data to link it to there.
CV Dawn of Sorrow also the same problem. Not getting anywhere.
CV Order of Ecclesia, however, HAS a pointer to palettes! So I got these for show:
But still, I can't get all of them ripped. Some of the palettes are on overlay files. No idea how to get there.
On the other hand, I can safely say the tools for PlayStation can be reused for NDS. Both systems has a lot of similarities (little-endian, RGB555 color format).
Quote:Let's not swamp him with requests. ^^; Let's let him catch his breath.
Don't worry about it. I can take my own sweet time doing it. No hurries.
Just extracted the files from Xenogears (it has 2 disc!), and once you removed all the duplicates on disc 2, the ones left are just movies. So I only to work with 1 disc worth of data.
Let's hope I'll have better luck finding stuff on Xenogears than on Castlevania NDS.
Take care,
- Rufas
P.S. @Admin It seems I'm straying off from the original topic. Let me know if I need to make a new thread. Thanks.
Amazing bro! I hope you can do something out of it... i tried ripping the sprites by hand, but its impossible! The sprites as a lot of effects when attacking, and the camera movement distorts everything... when trying to get them on PSX V-ram, its a MESS of sprites and parts, so you are the only hope in trying to get them somehow haha.
As far as i know, only Disc 1 is important, it contains all the sprites from bosses, character and enemies.
BTW: I think this topic can continue a little with another topics since the Legend of Mana ripping is done already (i need to upload them on here). But if you get to rip the Xeno sprites, we can make a new topic for that.
Cheers.
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Looks like you'll need Raccoon Sam's help with that.
God is good.
An old fart who sits on a chair, giving animation and pixeling advice,... and calls everyone son...
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While I no longer rip or make sprites, I took time to arrange this into a sheet. For completeness, I want someone to rip the parts and palette strip to add onto it.
https://imgur.com/a/E15QDMI
God is good.
An old fart who sits on a chair, giving animation and pixeling advice,... and calls everyone son...
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