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Full Version: Paraemon's Comprehensive Ripping Project Thread [Expansion Station]
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Launch Base Zone Act 1 for today! Edit: Carnival Night Zone's Mini Boss Background with the Act 2 Dark Palette!

Launch Base Zone Act 1 (1/3)
Launch Base Zone Act 1 (1/3)
Launch Base Zone Act 1 (2/3)
Launch Base Zone Act 1 (2/3)
Launch Base Zone Act 1 (3/3)
Launch Base Zone Act 1 (3/3)
Launch Base Zone Act 1 (Buildings)
Launch Base Zone Act 1 (Buildings)


Carnival Night Zone Act 1 (Mini-Boss, Dark)
Carnival Night Zone Act 1 (Mini-Boss, Dark)
How do you even rip this? Are you using a Walk-Thru-Walls code or an editor where you can see the full map?
(09-21-2020, 11:38 AM)Barack Obama Wrote: [ -> ]How do you even rip this? Are you using a Walk-Thru-Walls code or an editor where you can see the full map?

Where possible - which is the case with the final versions of Sonic 1, 2, 3 and &Knuckles - I make use of a Disassembly Map as a base, fix anything that's broken, then identify any and all animated aspects to those maps. I use Debug Mode, Slow Motion and Unlimited Time cheat codes to make extraction of these elements possible. A fast animation requires frame-by-frame checking in the game, where as slower animations allow me to - with hazards - catch each of the frames at a faster rate.

In the cases of Launch Base and Sandopolis, and eventually Flying Battery as an example that'll be repeated in certain Chaotix rips, the external/internal views are placed on the right side of the disassembly, after the main body of the map has reached its end. The process in that case is to find the specific area and separate it so others can insert the version they wish to use.

Once I've tackled the animated parts, it's on to the cycling palettes, should a stage have any. I prioritise those to ensure that they're sorted out for the final product. Then it's just fixing the palette.

In the cases of the Prototypes, Sonic CD and Chaotix, I have to make use of two emulators - one that has a plane viewer so that I can grab the foreground/background as needed, and the other so that I can manipulate the palette that the viewer for the first one displays. As with the other games, Debug Mode is used, but slow motion doesn't work in CD or Chaotix, so I use/will be using Animget.

That being said, there has been a case where certain elements - particularly the prototype Hydrocity Act 1 and Launch Base Act 2 backgrounds - haven't be so easy to get, and required Debug Mode and gently adjusting coordinates to acquire them. This was the original method I had for Sandopolis Act 1's rip, before learning that the heat haze was a programmed feature and I could cut out the parallax via screencaps of the plane viewer.
Today's update: Prototype Angel Island Zone Act 1 (Green area) with unused underwater renditions for final Launch Base Zone! The latter quartet were uploaded as there are definitive issues with changing the palette.

Angel Island Zone Act 1 (Green)
Angel Island Zone Act 1 (Green)

Launch Base Zone Act 1 Foreground (Underwater) (1/3)
Launch Base Zone Act 1 Foreground (Underwater) (1/3)
Launch Base Zone Act 1 Foreground (Underwater) (2/3)
Launch Base Zone Act 1 Foreground (Underwater) (2/3)
Launch Base Zone Act 1 Foreground (Underwater) (3/3)
Launch Base Zone Act 1 Foreground (Underwater) (3/3)
Launch Base Zone Act 1 Foreground (Underwater, Buildings)
Launch Base Zone Act 1 Foreground (Underwater, Buildings)
So Sandopolis has a different layout in the 0408 Prototype, and the front half of it in the brightest palette is complete! Just the second half to go.

[Image: Sandopolis-Zone-Act-2-1-Well-Lit-1-Foreground-0408.png]
Taking a few days off so I can work on some other stuff and deal with IRL stuff. For now, the progress in maps from CD, an extra background from the Sonic 3 Prototype, and the General backgrounds for Speed Slider in Chaotix!

Palmtree Panic Zone 1 (Good Future)
Palmtree Panic Zone 1 (Good Future)
Palmtree Panic Zone 2 (Good Future)
Palmtree Panic Zone 2 (Good Future)

Palmtree Panic Zone 1 (Bad Future)
Palmtree Panic Zone 1 (Bad Future)
Palmtree Panic Zone 2 (Bad Future)
Palmtree Panic Zone 2 (Bad Future)


Collision Chaos Zone 3 (Good Future)
Collision Chaos Zone 3 (Good Future)
Collision Chaos Zone 3 (Bad Future)
Collision Chaos Zone 3 (Bad Future)


Lava Reef Zone Act 2
Lava Reef Zone Act 2


Speed Slider (General, Morning)
Speed Slider (General, Morning)
Speed Slider (General, Day)
Speed Slider (General, Day)
Speed Slider (General, Sunset)
Speed Slider (General, Sunset)
Speed Slider (General, Night)
Speed Slider (General, Night)
Someone on Discord mentioned I had a thread and I actually stopped to think "What's a thread?".

With the recent appearance of the Sonic 1 Prototype, here's some initial goods!

Sparkling Zone
Sparkling Zone
Labyrinth Zone
Labyrinth Zone
Clock Work Zone Act. 1
Clock Work Zone Act. 1
Title Cards
Title Cards
With one map, you don't get lost. With five maps, you'll never lose your way again.

Green Hill Zone Act. 1
Green Hill Zone Act. 1
Green Hill Zone Act. 2
Green Hill Zone Act. 2

Green Hill Zone Act. 1 (Dark)
Green Hill Zone Act. 1 (Dark)
Green Hill Zone Act. 2 (Dark)
Green Hill Zone Act. 2 (Dark)
Green Hill Zone Act. 3 (Dark)
Green Hill Zone Act. 3 (Dark)
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