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Ripping PSX models?
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In the emulator window's menu bar, select "Debug>Monitor>r30000".
Then in the r30000 debugger window's menu bar, select "GPU>Capture", and in the corresponding window, input the amount of frames you wish to capture.
We need to capture the frame when the model is being loaded/animated, so pick the frame count based on what is currently being shown. If you feel patient, just capture a good 20 or so frames lol. This will pause the emulation.
From the left column of the r30000 debugger window, select "frame *>dma>otag" (* being the frame number chosen.) There you'll find all the graphic data, including polygon data, for that frame.
When a polygon is selected in the debugger, all other polygons are excluded from the emulation window's display. Pressing F9 while focused on the debugger window or closing the debugger window reruns the emulation window.

I can also tell you what most values for a polygon means, if you need. For more help with the debugger, maybe you can ask for information from the pSX Emulator forum. I'm not sure if they specialise in debugging though, so...
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Messages In This Thread
Ripping PSX models? - by auxfox - 10-12-2012, 06:48 PM
RE: Ripping PSX models? - by Friedslick6 - 10-12-2012, 08:23 PM
RE: Ripping PSX models? - by auxfox - 10-12-2012, 09:22 PM
RE: Ripping PSX models? - by Friedslick6 - 10-13-2012, 12:22 AM
RE: Ripping PSX models? - by SmashFan127 - 10-13-2012, 01:47 PM
RE: Ripping PSX models? - by Friedslick6 - 10-19-2012, 02:47 AM
RE: Ripping PSX models? - by Raccoon Sam - 10-19-2012, 05:18 AM

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