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Help needed : Zelda FSA enemies ripping
#1
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Hello ! Big Grin

Recently, I've been ripping enemies & tiles from The Legend of Zelda : Four Swords Adventures. What is awsome is that now, thanks to the collaboration of everyone (I haven't been the only one to do so), here are what we have, and what is still missing : 

[Image: sans-titre-52c7f9f.png]

Balls, Bumper and Wallmaster can wait. Their sprites are very basic, my dungon enemies spritesheet should be edited to include these. Currently, I am decided to rip the soldiers, because they are important enemies, but it is way too complicated. =( If someone is motivated to help me on this task,that would be very nice.

Let me explain why these foes are difficult to rip : 

While using the dumping tool from Dolphin, you can retrieve the developpers spritesheets in a Dump folder. However, these spritesheets are a complete mess, and have to be rearranged :

  [Image: g4sp01_2705ea08_8-52c8001.png] 
This is an example of a spritesheet we can get, the one regrouping a large majority of the enemies. Each one is declined in numerous color. This is the blue one, for blue enemies (Snowball, Octorok ...). But blue Geldman for example are completely unused. So first thing first : we have to select the good color (or colors) for each foe. It's not alway easy. Sometime, you have a small color variation between two spritesheets. 

But the worst part : do you see puzzle ? In a puzzle, adjacent pieces always slot perfectly. Too bad, that's not the case for this game !!! Very Sad

If you take the Gibdo, you have to create 3 layers to assemble the upper body with it legs and arms ! It's like taking your puzzle piece, putting it on another one, and using scotch to stick them. :/

We can take an in game screenshot to see how complexe sprites are assembled, and try doing the same, the only problem being ... Well, it's Gamecube. So good luck retrieving the native resolution. [Image: sans-titre-52c8072.png]

(I hope I haven't removed everybody's hope already. Big Grin

Anyway, for complexe enemies like the soldier, what should be done is ripping every parts separately (if someone want to build it by itself), and then try to reconstitute the enemy. That's what I've done with the Gibdo. I just let a text to inform the construction might be wrong.  But well ... no one has the perfect eye. If we could take screenshots with the native resolution, then we would be able to make easy & perfect rips. But that's not the case.

Currently, I'm trying to rip this archer. If someone could do something for maybe the bomb soldier, ball'n chain soldier, force soldier, or maybe Stalfos/Hinox (I haven't done anything for both), it would be very helpfull !

Just for the illustration : this is everything I need for my archer. The funny part is to assemble everything correctly. :/

[Image: sans-titre-52c80ec.png]

The steps to get the files isn't very difficult : just go in a level with the enemy, and use the dumping tool from Dolphin. Then, you just have to look in the folder at the spritesheets you get. Smile
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#2
I would screenrip the soldier with Animget and add the tiles as a bonus.
[Image: dariC.png][Image: tumblr_mlf109xOe81rmu6i5o1_250.gif][Image: b0KxM.gif]
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#3
I remember being able to extract files from this game, I ended up finding some unused stuff. Now, I just need to remember which tool I've used to obtain the images. I mean, it may be easier than using the dump function on Dolphin.
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#4
Hi everyone, thanks for your answers. Smile

@Davy Jones : I've tested Animget, it's a solid tool but unfortunately, it doesn't works for FSA because we still can't get the native resolution. So all I got were blurry sprites. :/

@gabrielwoj If you can remember it, I'm still interested, because otherwise, it will take ages for this rip. x)
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#5
When you reduce pictures or sprites in size, you have to use the pixel option, not intelligent/bicubic/double-lined/etc.

Which emulator are you using? And what resolution does it have when you play the game? Can you provide a screenshot?
[Image: dariC.png][Image: tumblr_mlf109xOe81rmu6i5o1_250.gif][Image: b0KxM.gif]
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#6
Yeah sure. I'm with Dolphin. I've tried several configurations for the graphisms. Currently, I'm using this one : 

[Image: sans-titre-52e46e0.png]
+ Force 4 : 3. That's the "less worse" I could get, but maybe not the best. With this, a screen looks like this, and it's way too blury, I can't do anything with it. 

[Image: sans-titre-52e46f0.png]

I guess I'm missing something obvious ? Big Grin
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#7
- Set the internal resolution to "Native".
- Can you disable Anisotropic Filtering?
- Play windowed and set the window size under "Display" to the native resolution (aka internal resolution)
- Uncheck the following:
~Scaled EFB Copy
~Widescreen Hack
~Force Texture Filtering

Explanations what everything means:
http://www.dolphin-emulator.com/configur...ation.html
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#8
Thanks for your answer. I've done everything, except changing to the native resolution, because the "display" tab is missing. :/

Instead, I have an "interface" tab, but nothing inside to change the resolution. 

[Image: sans-titre-52e54f6.png]

I'm using Dolphin 4.0, and I've read here that someone had the same issue. 

There is an option "Auto adjust Windows size" which adjusts the size of the windows to the native resolution we have chosen (I guess it is here as a replacement to the display tab). 
[Image: sans-titre-52e5540.png]

However, when I check it, I still have blurry graphics no matter which resolution I put. 

[Image: sans-titre-52e5538.png]
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#9
Is anisotropic filtering on 1x or completely disabled? Did you make a screenshot of your windowed emulator and checked the resolution within a graphics program? Sometimes the window size is still not accurate.
[Image: dariC.png][Image: tumblr_mlf109xOe81rmu6i5o1_250.gif][Image: b0KxM.gif]
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#10
No, it's on x1 cause I can't disable it.

However, you are right : if I take a screenshot, I get 608 * 448px while the internal resolution is set to 640 * 528.
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#11
Then you should use a tool that fixes the window size for you:
https://www.raymond.cc/blog/how-to-resiz...ialog-box/
[Image: dariC.png][Image: tumblr_mlf109xOe81rmu6i5o1_250.gif][Image: b0KxM.gif]
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#12
OK so I get it : the internal resolution is too large. :/

That's why it never works.

I will try to find which resolution is good, but it's quite complicated.
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#13
The internal resolution has to match the window size: 640*528.

This is why I linked you a bunch of tools where you can fix the window size to a specific value. I recommend Sizer & Autosizer, they are standalone tools and don't need an an installation routine.
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#14
OK, I think I get it : 

[Image: sans-titre-52f1988.png]

This has to be 640*528. However, Sizer resises the entire windows : 

[Image: sans-titre-52f1998.png]

So I have to set more than 640*548. Once it is done, then I should be able to screenrip while charging an attack ?

[Image: sans-titre-52f19ba.png]

(Cause the camera zooms on Link when he is not charging)
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