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PSX ripping problem - Printable Version

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PSX ripping problem - Ectevy - 04-06-2010

anyone can help me?

I can't used the original colors on sprite and texture that I rip
[Image: player_texture.png]

How fixed the original color(I used psx vram viewer)

Sorry for my bad english


RE: PSX ripping problem - Davy Jones - 04-06-2010

http://www.sprites-inc.co.uk/forum/showthread.php?t=6300
Terry von Feledae Wrote:I will just say that different consoles and sometimes different sprites can have different codecs and you will need to select the correct one in order to view them properly. To change it, use the number buttons on the keyboard. Pressing “9” will change the codec to 4bpp, which is the one most sprites on the PSX use. “0” will change it to 8bpp, which is what sprites that use 256 colours are encoded in. The other number buttons also have Codecs assigned to them, but they are largely unimportant.
As soon as you press one of the buttons, two cursors will appear, one large red square cursor and one cross-cursor. The square one is moved using the W, A, S and D keys, and represents your “focus”. Move it onto the jumbled mess to the right of the screenshots, and a decompressed version of said mess will appear at the bottom of the screen. It’s either discoloured or even purely black though. And this is where the second cursor comes into play. That cursor is the one responsible for palettes. How it works? Move the cursor around with the arrow keys of your keyboard - The sixteen(or 256) pixels directly to the right of the cursor will be the palette, each pixel being one palette “slot”. So where are you going to find the needed palettes, with this somewhat odd organisation? Easily. See that bar below the screenshots that appears to be made up entirely of randomly coloured pixels? Yeah, that’s the palettes. Simply keep moving the cursor downward using the arrow keys(By the way, holding Shift while pressing an arrow key will make it move one pixel instead of the usual 16, which is needed to switch rows in the palette-bar), and then search around for the correct palette. The palettes are not always aligned this neatly(In Metal Slug X, for instance, they are basically all over the place), but usually, they are easy to find and use. So, here's a screen of VRAM with the adjustments needed to rip the Ultimate Armour made.

But we have already a thread for ripping questions:
http://www.spriters-resource.com/community/showthread.php?tid=3780


RE: PSX ripping problem - Ectevy - 04-07-2010

Thanks but it's not this psx vram viewer but this http://www.romhacking.net/utils/675/

Now I have another problem. For many texture, there is many palette and i can't fixed their in the same time.


RE: PSX ripping problem - Ultimecia - 04-07-2010

Never heard of it, but for textures I recommend http://www.romhacking.net/utils/442/ (actually I'm writing a tutorial with images, teaching to rip both sprites and textures), but the main functionality looks like roughly the same.
You see this area under the Chrono Cross logo at the preview image? Those are the palettes.


RE: PSX ripping problem - Ectevy - 04-07-2010

Thank


RE: PSX ripping problem - Deathbringer - 04-11-2010

I took a look at PVV and I figured the buttons out if you still want them. You need to have the second highlighting option on (crosshair with the greenbox), and then use the mouse to do the palette.