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Full Version: The Portraits/Mugshots ripping project
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Geez, I`m creating a section for my least favorite Fire Emblem. But at least the art is nice.

Other Systems:
[Image: ib0FrZcbORXPXt.png]

[Image: ihs7khQc2z8qq.png]
Got everything!
You didn't change the sheet from Metal Slug 3, and the one from Metal Slug 5 links to nowhere.
I did change MS3, see? The sheet says MS2/X/3.
MS5 works for me too, did you hard refresh (ctrl + F5)?
It's working now.

By the way, I noticed there is another sheet for MS5's selectt screen.
Deleted!
I'm thinking about submitting some mugshots I've ripped from Princess Maker: Legend of Another World. I could use some advice organizing them before I try submitting.
Princess Maker Legend of Another World mugshots
(Just a screenshot of a photo gallery; I've since learned how to use tools to piece them together)

The Melody (the daughter) portraits and the Raphael (the butler) portraits are already on the site over on the "Misc" spritesheet, so I might leave them out. I'll probably be leaving out the ones that aren't actually mugshots.
I'm also not sure if they're all actually used in the game. The last two, actual faces, are likely unused. However, there are other ones I would expect to actually appear in the game, but can't seem to find. For example, each duel opponent has a defeated mugshot, but in-game, they never seem to change their expression. What's the policy if any on unused sprites? What I've read, it sounds like unused sprites are labelled as such on spritesheets.
I would put all mugshots on one sheet.

It doesn't matter if they're unused or on another sheet, better make something complete instead of scattering the sprites even more. And if you really can't find the portraits you mentioned, I would watch some youtube videos or look for codes or tile viewers (vSNES for example has PalViewer/MemViewer for looking into the tiles/sprites of a quicksave). If you tried everything, then they're not existing, except someone finds them by coincidence.

Btw, your sheet is resized.
It's been such a while that I gone without an explaination. Well there were a few bad things that happened with a person that changed for the worst and messed with my head, the old computer finally stopped working after 6 years since it got so bad that it took 1 hour to boot up then shut down with a BSOD if it did boot up and eventually not booting up at all so ended up getting a laptop (luckily most things were backed up otherwise this would have been much worse) and had to get used to it with thoughts whether to rip again or not.

Anyway discovered PS1 emulation with not only games that I played when I was younger but also games that I never got to play before but heard about like Rapid Reload and full versions of demos like Kula World or Syphon Filter. One that I found was Ray Tracers since from looking at things looked like Chase HQ mixed with Burnout (especially the later ones with the takedowns) and played it to enjoyment. At the time, it didn't look too bad, played well enough and the voice acting was cheesy but typical of the time, however I noticed the 2D portraits during the game and looked nice enough to rip. So I thought many people ripped PS1 games before (especially Davias who I consider him the king of savestate ripping), decided to take the chance and ripped a PS1 game properly for the first time (after I did a test with Need for Speed III: Hot Pursuit long ago).

PSPicture only found 1 thing (also decided to test a couple of other games, Point Blank found nothing, Die Hard Trilogy only found one garbage piece, Tokyo Highway Battle found the graphics but most of the graphics looked corrupted) so the next option was savestate via the VRAM. Since at the time couldn't find PSX VRAM however found something similar that was in English called PVV and gave it to the test. I found the portraits straight away but the palettes took a while to find and did soon enough.

Ray Tracers (PlayStation)
[Image: iB2UvvjPZwrtV.png]

I'm really sorry for the lack of icon, it's just that I don't know what resolution the game runs at since some PS1 games use from 224p/240p to 480p (I think also higher for PAL). The former looks very squashed and the latter looks a bit too smooth (even though the smoothing textures option was off).
I sent you a PM with PSX-VRAM. Big Grin
Also, really happy to see you back! I hope things get better. Sad
And finally, took care of the icon and uploaded that~
Since several people asked about it:
Davy Jones Wrote:http://www.spriters-resource.com/communi...#pid278464

Psicture might also help, but I was never able to get something out of a virtual rom (even mounting with DaemonTools didn't help). The only thing rippable were physical CD's, and not all of them display stuff. Grandia only shows Battle Backgrounds, Wild Arms shows nothing, Granstream Saga and Jade Cocoon show everything and so on.

But maybe you're able to get something out of virtual roms and I made some mistakes with mounting and stuff. No promises, though.

Friedslick6 also mentioned another method with "extracting all sprites with correct palettes"
http://www.spriters-resource.com/communi...#pid352377
never used it and can't remember why, but you should give it a shot.

More tools, maybe helpful, maybe not:
http://www.spriters-resource.com/communi...#pid283865
Personally, I've only used PSX-VRAM and sometimes PSicture (also PSound one time for the Thrill Kill sound effects).
Quote:Protip: Move horizontally 16 pixel and vertically 1.
This is how you find the palettes, most games (if not all) use this grid. The horizontal moving should be always begin with coordinate 0, then comes 16, 32, 48, and so on. Vertical moving starts also at these spots.
Some Portraits from the Urbz: Sims in the city
[Image: berkeley_icon_zpsf8eb7985.png] [Image: crystal_icon_zpsa845e019.png] [Image: darius_icon_zps49552ffd.png] [Image: detective_icon_zps83f31315.png] [Image: gramma_icon_zpsef6a9ee8.png] [Image: phoebe_icon_zps2077d4c9.png]
I'm necromancing here, but I still have some questions about my planned Princess Maker: LOAW sheet before I try submitting.

1. I can either have the portraits touch each other or separate them using a grid. Any preference?
2. There are some items (small-size event stuff) mixed in, but I guess that doesn't matter.

An example of the two different ways I'm doing sheet:
[Image: PrincessMaker-LOAW-portraitstestexample_zps9d14f768.png]
Gaps between them are usually preferred, perhaps a bit wider than you did. I don't think it'd be a huge deal if you did it the other way, but it just makes them easier for people to use and admire.
Nah, the way he has them in the second image is fine, it's better than having them touching.
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