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Ripping Jojo's Bizzare Adventure for SNES
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Hello;
Originally, my plan was to just study the style of the JOJO's game for SNES for my own art reasons (I think the profiles and colour choices are interesting and I am too bad at art to study the fighting game ones.) However, noting that the sheet we have here is missing a decent amount of enemies and characters I have decided to try my hand at ripping the original graphics. However, oh boy, this is difficult, especially because I have no idea how any of this works. I used to be a Biology major and I have non-tech hobbies only and I have frankly zero idea on how any of this works.
1.) I do understand the concept of using Screenget or Animget. That is Fine. I use it for a lot of purposes rn. I can also turn off layers to get just something so that is ok.
2.) There are many graphics which are hidden or it is simple unfeasible to know if I got them all (there is tarot card flipping mechanic with like 12 or so cards.) I did not want to restart fights until I got them all I want to be sure I get them all. So I started to dabble in the memory. However, this is almost impossible to get for me. All of the stuff I get in programs such as TileMolester are muddy and impossible to get out. I know I need to turn on palettes. but I have no idea how to find them in memory (I did find a tutorial on a forum that says to look for the location in hex editor with the values of the colours, But i did so and got a nonsense palette that was not at all what I found in mesen).
3.) Is there any workflow example? I am a bit overwhelmed by all these tools, some of which crash on my PC, some of which are old and etc.
4.) Not being an Japanese speaker, I only use english translation. This translation involved Very specifically modifying how text is displays plus also the text itself. Is it fine to also export the english translations bits, or is it like. ethical to only work with japanese files here.?
5.)What are all the 6 types of RAM I am seeing in mesen debugger that I can look at?


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