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Problem with ripping PSX Sprites with VRAM - Printable Version

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Problem with ripping PSX Sprites with VRAM - 10o - 08-14-2012

Hi,

I tryed to Rip some Background Sprites from 2D PSX Fighters, but Vram runs strange in my case.

normally an opend savestate should look like this:
[Image: vramtut4eg5.png]

But in my case it looks like this, the game screenshots are missing (added a ? there)
[Image: 1fca844138vram.png]

So I've probelms to get the Palette right to make screenshots


Any suggetions what I'am doing wrong?


RE: Problem with ripping PSX Sprites with VRAM - Deathbringer - 08-14-2012

Three things:

1. What game is this?

2. Did you take the screenshot during a transition phase? If you did, there would be nothing as nothing was on the screen at the time.

3. You have the palette cursor in the wrong location. They're in groups of 16, so the first number (the palette for the PSX is the CLUT [Color Look-Up Table]) should be a multiple of 16 (so 80 would be the right multiple). You either have to hold either CTRL, Shift, or Alt (don't remember which) which will move the cursor by a pixel.


RE: Problem with ripping PSX Sprites with VRAM - Dazz - 08-14-2012

This happened to me as of late. I'm not sure why it happens either.


RE: Problem with ripping PSX Sprites with VRAM - 10o - 08-15-2012

(08-14-2012, 01:38 PM)Deathbringer Wrote: 1. What game is this?
Twin Goddesses. A 2D Fighting Game with a wired cast with chars mixed as digitized characters like Mortal Kombat and comic style characters like Darkstalkers.

(08-14-2012, 01:38 PM)Deathbringer Wrote: 2. Did you take the screenshot during a transition phase? If you did, there would be nothing as nothing was on the screen at the time.
Screenshot? Isn't Vram supposed to open Safestates?!
What do you actually mean with that, when do I have to make a Screenshot?

(08-14-2012, 01:38 PM)Deathbringer Wrote: 3. You have the palette cursor in the wrong location. They're in groups of 16, so the first number (the palette for the PSX is the CLUT [Color Look-Up Table]) should be a multiple of 16 (so 80 would be the right multiple). You either have to hold either CTRL, Shift, or Alt (don't remember which) which will move the cursor by a pixel.
I know how to browse trough the palettes, but its nearly impossible to find the right one while there are so many.


RE: Problem with ripping PSX Sprites with VRAM - Deathbringer - 08-15-2012

(08-15-2012, 07:06 PM)10o Wrote:
(08-14-2012, 01:38 PM)Deathbringer Wrote: 2. Did you take the screenshot during a transition phase? If you did, there would be nothing as nothing was on the screen at the time.
Screenshot? Isn't Vram supposed to open Safestates?!
What do you actually mean with that, when do I have to make a Screenshot?
I just misspoke, nothing to be paranoid about.


RE: Problem with ripping PSX Sprites with VRAM - Davy Jones - 08-16-2012

Had the same problem and couldn't do anything about. It depends from game to game, but luckily it doesn't happen that often.

Snagit 8:
http://www.spriters-resource.com/community/showthread.php?tid=19756&pid=432915#pid432915

This is how I make single screenshots, it's the easiest possible method when it comes to emulators without a screencap button.


RE: Problem with ripping PSX Sprites with VRAM - Maxim - 08-16-2012

(08-14-2012, 11:40 AM)10o Wrote: So I've probelms to get the Palette right to make screenshots

Why do you need the game screenshot in PSX-Vram viewer? If you want to compare the colors, just make a normal screenshot with any program and open it along with vram viewer. But can you upload your savestate, so that i can take a look?