Users browsing this thread: 1 Guest(s)
Vanillaware Ripping Project
#61
Hi Sophignon! Thanks for your feedback!

(06-05-2023, 08:18 PM)Sophignon Wrote: I have some questions with this new version. I know it's a beta, but the animations play very slowly, is that how it's supposed to be?

Yeah. If I let it run at full speed, not only it will takes 100% CPU, Javascript also throw an "out of memory" error and the whole web browser is then crashed.

So it is slow down to give it some time for javascript's garbage collection to do cleanup. Currently it is playing at 60 / 8 , or 7.5 FPS (assuming your computer is 60 refresh rate).

(06-05-2023, 08:18 PM)Sophignon Wrote: Also, with the ZIP option, the output pictures are all just the bottom half of the sprites, with the upper half cut off at the top edge. There's also a lot of empty black pictures at the end of the list.

I'm not sure what the PNG option is, but when I use it my browser and even PC starts freezing up... maybe because it's meant to be a mobile thing?

Anyway, if the zipped file images saved properly then I couldn't ask for more.

That's actually an original idea for Quad Sheets, PNG option is to export the animation frames to a spritesheet, and ZIP option is to export each frame individually to a ZIP file. Spent a few weeks thinking about it, but I just couldn't make Quad Sheets work. So the code is ported to Quad Player instead.

The export is per animation/skeleton. If the animation didn't loop, then it will just end there.

From my experience, they are still very experimental. Not only I'll need to find a way to fix it by make it faster, but also implement its own menu system for export options, like:
- Vanillaware animation can have many frames. I've seen some has over 512 frames! So a "Page x of y" option is required.
- Or maybe frame x to y option instead.
- Add a flip option so all sprites can now be facing the same direction would be nice.
- Add a scale option for anyone wants to start a HD remaster project.
- Add a size option to set the frame size (currently it is hardcoded as 256x256).
- Add a move option to reduce empty space between sprites.

OK, my brain hurts thinking stuff like this. Taking a nice, long break right now to let some ideas to simmer.

At the meantime, let me know if you have any more questions or suggestions.

Thanks, and have fun!
- Rufas
Reply
Thanked by: Sophignon
#62
I don't know if the issue I had with the PNGs was PC or browser related, but I ended up trying on my phone and it worked fine.

The animations play well on the players you made before, so it's not a big deal. Just glad to have something as convenient as this project for Vanillaware sprites and animations.

Well, this is pretty much all one could want already. But it would be great to have some of those options eventually. Thanks again for all the dedicated work you've been doing here.
Reply
Thanked by: rufaswan
#63
So it works on your phone but not on desktop? That's very interesting. It is the other way around for me - it works on my desktop but both PNG and ZIP do nothing on my phone.

Thanks for your feedback!
- Rufas
Reply
Thanked by: Sophignon
#64
(06-09-2023, 09:24 AM)rufaswan Wrote: So it works on your phone but not on desktop? That's very interesting. It is the other way around for me - it works on my desktop but both PNG and ZIP do nothing on my phone.

Thanks for your feedback!
- Rufas

I am probably too bad to read correctly, but I don't find any source to get PkgEditor program, first step but locked to get sp4 ressources
Reply
Thanked by:
#65
(06-30-2023, 04:49 PM)Xantis Wrote: I am probably too bad to read correctly, but I don't find any source to get PkgEditor program, first step but locked to get sp4 ressources

You should look under "Releases" or "Tags" on its Github page, like so:
https://github.com/maxton/LibOrbisPkg/releases

- Rufas

P.S. I completely forgot to update the step-by-step instructions. Will do that later. Thanks for reminding me!
Reply
Thanked by:
#66
(07-02-2023, 09:03 AM)rufaswan Wrote:
(06-30-2023, 04:49 PM)Xantis Wrote: I am probably too bad to read correctly, but I don't find any source to get PkgEditor program, first step but locked to get sp4 ressources

You should look under "Releases" or "Tags" on its Github page, like so:
https://github.com/maxton/LibOrbisPkg/releases

- Rufas

P.S. I completely forgot to update the step-by-step instructions. Will do that later. Thanks for reminding me!

I really need to learn how works Github, I didn't see the release link, locked since few days, thanks
Reply
Thanked by:
#67
Dear Rufas,
I've tried the command

Code:
php.exe psxtools\ps3_odin_FTEX.php *.ftx


but it failed with

Code:
Warning: file_get_contents(*.ftx): Failed to open stream: No such file or directory in C:\Users\19175\Desktop\workplace\psxtools\ps3_odin_FTEX.php on line 188


then I tried to use a specific file "Yngwie.ftx". No warning occured this time but nothing happened too, the .FTX didn't change to .RGBA.
Reply
Thanked by:
#68
(09-12-2023, 10:20 AM)HLI5KY Wrote: Dear Rufas,
I've tried the command

Code:
php.exe psxtools\ps3_odin_FTEX.php *.ftx


but it failed with

Code:
Warning: file_get_contents(*.ftx): Failed to open stream: No such file or directory in C:\Users\19175\Desktop\workplace\psxtools\ps3_odin_FTEX.php on line 188


then I tried to use a specific file "Yngwie.ftx". No warning occured this time but nothing happened too, the .FTX didn't change to .RGBA.

It seems that my ISO caused the bug that running code with nothing happening. I changed the ISO and the code worked very well, but I still can't use "*.ftx". To handle this, I use a BAT to extract ".FTX" one by one. Thanks for Rufas's beautiful code anyway, he's a true genius.
Reply
Thanked by: rufaswan
#69
Would you be mine to check Grim Grimoire (currently there is HD version on Switch), but there is old version on Vita.
If its possible there should be a middle Vertex in the middle of the box line. they use it to make breath animation.

PM you already Big Grin amazing tools!

Thank you!
Reply
Thanked by: rufaswan
#70
(09-18-2023, 06:41 AM)Rudeus Wrote: Would you be mine to check Grim Grimoire (currently there is HD version on Switch), but there is old version on Vita.
If its possible there should be a middle Vertex in the middle of the box line. they use it to make breath animation.

PM you already Big Grin amazing tools!

Thank you!

Hi Rudeus! Thanks for your hint on breath animation. I haven't got around to reverse engineer the exact formula yet, so I'll keep it in mind.

Old Grim Grimoire wasn't available on Vita, but on PS2. It is remade in HD for Switch and PS4. My scripts for PS2 Odin Sphere can also work with PS2 Grim Grimoire.

The middle vertex can be calculated like this, so it is not going to be a problem.
Code:
middle x,y = [ (x1+x2+x3+x4)/4 , (y1+y2+y3+y4)/4 ]

In fact, that is just middle vertex for a part (a keyframe layer). I can go even further to generate middle vertex for the whole keyframe, the animation set, and the whole skeleton. I'll need them to auto-detect the size for PNG/ZIP export function anyway.

Let me know if you get any errors on Quad Player. Thanks!
- Rufas
Reply
Thanked by: Rudeus
#71
(09-18-2023, 09:32 AM)rufaswan Wrote:
(09-18-2023, 06:41 AM)Rudeus Wrote: Would you be mine to check Grim Grimoire (currently there is HD version on Switch), but there is old version on Vita.
If its possible there should be a middle Vertex in the middle of the box line. they use it to make breath animation.

PM you already Big Grin amazing tools!

Thank you!

Hi Rudeus! Thanks for your hint on breath animation. I haven't got around to reverse engineer the exact formula yet, so I'll keep it in mind.

Old Grim Grimoire wasn't available on Vita, but on PS2. It is remade in HD for Switch and PS4. My scripts for PS2 Odin Sphere can also work with PS2 Grim Grimoire.

The middle vertex can be calculated like this, so it is not going to be a problem.
Code:
middle x,y = [ (x1+x2+x3+x4)/4 , (y1+y2+y3+y4)/4 ]

In fact, that is just middle vertex for a part (a keyframe layer). I can go even further to generate middle vertex for the whole keyframe, the animation set, and the whole skeleton. I'll need them to auto-detect the size for PNG/ZIP export function anyway.

Let me know if you get any errors on Quad Player. Thanks!
- Rufas

Dang, You are just amazing! I am a big fans of vanillaware game, I have check your tools and and it is just amazing tools, I can level up faster with your reference. If only the .quad can be open in Json (spine2d animation tools) would be amazing to view the animations there. but might have lots of work. 

Also I think the middle tools might have animation on it. since it is not always on center. I try to remake their animation using old ripped texture. I placed the same texture body with quand and vertex in the middle. and I animate the middle texture to get the same animation. so while the quad animation is just small animation, but the center vertex have animation like up and down or left and right. to make a depth or small rotation.

Oh right Grimmoire is on PS2 XD my bad haha.
Also if you need artist for making the apps. I would love to help you out. currently the player is just not have original size texture so it was look crispy on the viewer. should there be a feature when loading the sprite (if spine it will load the original size and auto zoom in or out for the best view).

Again thank you so much for making this amazing tool. 
Will wait for any update here Big Grin cheers!

-Rudeus
Reply
Thanked by: rufaswan
#72
(09-19-2023, 08:03 AM)Rudeus Wrote: If only the .quad can be open in Json (spine2d animation tools) would be amazing to view the animations there. but might have lots of work.

Actually .QUAD is also a text file in JSON format, but the data structure is completely different than Spine2D ones. Someone will need to figure out how to convert between them, or if that's even possible.

(09-19-2023, 08:03 AM)Rudeus Wrote: currently the player is just not have original size texture so it was look crispy on the viewer. should there be a feature when loading the sprite (if spine it will load the original size and auto zoom in or out for the best view).

I completely agree. When working on Castlevania NDS sprites, they end up way too small even on my phone. And Vanillaware maps are also the same format, and now they are way too big. Going to add in an Autofit option to the Viewer after I've done with PNG/ZIP export stuff.

Cheers!
- Rufas
Reply
Thanked by: Rudeus
#73
@Sophignon and @HLI5KY Updated Quad Player to ver-2023-10-2. Now both PNG and ZIP option works on my phone, let me know if it works for you too.

Quad Player is located here on my Github repo
https://github.com/rufaswan/Web2D_Games/...yer_mobile

Thanks!
- Rufas
Reply
Thanked by:
#74
Hi guys! How are you doing?

Originally, I was planning v0.2.1 update on skeleton's forward/inverse kinematics (FK/IK), but as per @Rudeus suggestion, I switch to work on breathing animation instead. It is the "Breathing" update.

So let's talk about breathing animation.

First, you have a model/mesh. If you want to scale, rotate, or move the model, you calculate a transformation matrix and multiply to the model's vertices. So, matrix interpolation animation.

But, since it is 2D, and 2D animation is about replacing model. So as long as the current model and the next model have the same amount of vertices, we can interpolation those too. So, vertices interpolation animation.

And being 2D, we are using quads (4 vertices set). So the model is the image keyframe layers. Vanillaware uses combination of both matrix interpolation animation and vertices interpolation animation. The result:

[Image: ps2%20odin%20dragon%20e_move.apng]

And now both Quad Player and File Spec is updated to v0.3:
- Implemented turn ON/OFF button. Green button is turned ON state button, and Red button is turned OFF state button.
- Add in X button to horizontal flip the sprite, and Y button to vertical flip.
- Add in ZOOM button to auto upscale/downscale the sprite fitting your screen. No more tiny sprites from retro console!
- Accept .ZIP file on upload. I simply got annoyed have to click upload multiple times for every .QUAD and .PNG file.
Do note I didn't implement any .ZIP compression/decompression code, so when making the .ZIP file, use compression 0 (store only).
- A proper EXPORT button with an EXPORT menu options.
- Add in [LOOP] tag on any animation/skeleton that loops.
- Add in [MIX] tag on any animation/skeleton that uses interpolation animation.

You can see it in action here:


As usual, here are some files for you guys to play around:
https://www.mediafire.com/file/uhu2d4ryf...23.7z/file

With that, I'll be taking a short break and then continue figuring out how to attach the head (another .QUAD file) to the body ( refer Headless update https://www.vg-resource.com/thread-38430...#pid666571 ). FK/IK seems like it is the right direction... Let me know if you guys have hints or advice on this topic. Thanks!

Have fun!
- Rufas
Reply
Thanked by:
#75
Hello to everyone.
I'm a new user in this forum. I am trying to translate Muramasa Rebirth from english to italian but I have some issues with ftx and gxt files. I was able to extract .gxt files thanks to the php scripts provided by Rufas, but now I am trying to convert/open/modify gxt files with no success. I tried GXTConvert but I got this message: "Unknown magic number: Unexpected 'RGBA' for GXT". Please someone helps me to go on with my work, thank you!    
Reply
Thanked by:


Forum Jump: