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http://fantasyanime.com/mana/som2saves.htm

Here you go. Ripping things like 2 or 4 frames is a matter of seconds.

If you think that a sheet is incomplete, you can easily complete and submit it. You can also credit yourself on the sheet.
Wow. That's awesome. I probably won't be building any FULL sheets like the Hawkeye and Angela sheets already posted, but I'll build a sheet out of anything I rip for my project. Thanks, Davy, you've been a big help.
Does anybody know how to change the background color of Desmume's map viewer?
My problem is that I need the extended view of the viewer but because the black of the background is of the same color as the edge of the sprites I can't use them.
(03-30-2013, 04:38 AM)Shard of Truth Wrote: [ -> ]Does anybody know how to change the background color of Desmume's map viewer?
My problem is that I need the extended view of the viewer but because the black of the background is of the same color as the edge of the sprites I can't use them.

I don't know of any way to change the background colour that DeSmuME is using for it's viewers. It's always black and there are no options to change it, plus it does not depend in the palette data (I think VBA chooses his background colour from the palette the game is using).

However, what you could do is instead of changing the background black, change the black used by the sprites! Then once you have your rips, you can replace the background black with another colour and change the sprite's black substitute back to actual black.

It is an awkward solution and a bit of work, though. Let me explain how to do it.

From DeSmuME's tools, open the Memory Viewer. Go to address 05000000 - that's where the palette data is stored.
Each screen has their own palettes.
05000000 - Main Screen Background Palette
05000200 - Main Screen Sprite Palette
05000400 - Sub Screen Background Palette
05000600 - Sub Screen Sprite Palette

[Image: GEYQ2nN.png]

I put a grid on this picture to make it more obvious how the palettes are stored. Each colour consists of two bytes - thus, four characters. So in this image, each grid cell holds one colour.
The colours we are interested in are black - 00 00. I've underlined some with blue. Note that different palettes will look different in Memory, too, so you'll have to look where the blacks are for yourself. When you click a number, you can type to replace it (only use 0-9 and A-F). I suggest to change each 00 00 to a new colour that is not used by the sprites. For example, you could use FF 00, 00 FF or 1F FC. I could explain how this colour system works, but that'd be more detail than you need to know ;-)

If you have set the Map Viewer to "Auto-Update", you'll see that changing these numbers will change the colours (not every change will be visible as not every palette slot is actually used, that's why I suggest to replace every black).

Please note that once the emulator loads a new palette, the changes will disappear and you'll have to do them again. It could probably be solved automatically by using Action Replay codes, but I have absolutely no idea how to create those!

Here's an example.

[Image: uKh4OyO.png]
Wow thanks, that's super helpful.
Ok, so, here's my problem - Im trying to rip sprites from a rare - Im pretty sure unknown in english-talking countries - PC game Animal Kingdom. It's a korean lion simulation, not disney educational game. It has sprites in .spr files, but I have no idea how to make them open!
So. Can someone point me at a direction of wide, non-single game specific, .spr browsers, or tutorials on that matter? Any help would be appreciated. If you need an example of .spr file, tell me where do I upload it so it can be downloaded.
Thanks in advance!
Could you say which console it's for? As you said a sample may help, you can upload it to a file host (that doesn't require signup to download from) like MediaFire or Dropbox then just link to it.
Its PC, here, I tried uploading one:
edit: file deleted, new one: http://freakshare.com/files/wp2xp17v/LionBit0.spr.html
Hello everyone. I recently came across a certain version of Fairly Oddparents, Breakin' Da Rules, and I was surprised to see the game was entirely sprite-based! Only problem is it's a PC game so it's hard for me to rip properly. I examined some of the internal files and noticed they have defined characteristics, but I can't seem to extract anything from them. Can someone have a look for me and see if you can manage to pull the graphics out?

File Samples Here
The .wad is an archive with different files (alpha maps, palettes and probably sprites), though some of those appear to use some compression. The .edb appears to be compressed, too.
That's all I could figure out, though.
Hey guys I have a question about TiledGGD

why can't I get SNES tiles to show up? I can get the palletes yeah but tiles just won't show up, it's all static noise and stuff, why is that?
It doesn't support composite tiles which the SNES, NES, and some other consoles used. You'd have to use something like Tile Molester or yy-chr to view SNES graphics.
I've been trying to use this tutorial to rip sprites from a game called Rocky Rodent, but the colors still don't look right. Is there anything I'm doing wrong or is the game just annoying?
How does it look?
(05-11-2013, 02:09 PM)Deathbringer Wrote: [ -> ]How does it look?

After following the method mentioned, I get this.

[Image: PUjxLGM.png]

The sprites are supposed to look like these.