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PSX Fighting Game ripping help
#1
Greetings everyone! This is my first post on the forum, so forgive me if there's some janky formatting to my post.

To cut to the chase, I was recently made aware that the Japan exclusive Real Bout Garou Densetsu Special Dominated Mind has an exclusive character in the form of the final boss "White".

[Image: NaaDEX3.gif]

The character can be selected via cheat code and doesn't have a bunch of moves, so I thought it would be a feasible project to make a sheet out of, and I've managed fine so far by using BizHawk's screenshot feature and Paint.net.

BUT, some frames are impossible to get a clean rip of unless I use the PSX-vram method with ePSXe save states, and there lie 2 big problems I've come across:

  1. Trying to use ePSXe's savestate feature has been a pain in the butt thanks to the lack of frameskipping features, and even if I set the FPS limit to 1, the program bugs out and becomes very unresponsive, making trying to get the timing right for a savestate nigh impossible.
  2. Even if I manage to get a good savestate, to my shock and dismay the graphics shown on the PSX-vram program DO NOT match up with the ones in the savestate.

[Image: GKJaH4a.png]

In the image above for example, the screenshot/savestate preview shows the frame I want to get a hold of, BUT, when I checked the graphics in the work area by hand (in the lower left corner), they show a different (if similar) frame I already got a clean rip of by hand!


So, that's the crux of my problem, which is why I've posted here for help:

Am I doing something wrong? Is there a more reliable method/program I don't know of? Should I just give up in this exercise of frustration?
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Thanked by: arringtastic1
#2
I would suggest talk to N. on Mugenguild he is good at making scripted cheats for psx games on bizhawk to rip sprites, he helped me with tatsunoko fight as well as helped other users rip sprites from other fighting games.
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Thanked by: Lukebarz
#3
The hard method would be using Animget and making a complete sheet with all the frames (character + bg).

Then using PSX-VRAM with its savestate feature and making a save for every single frame and extracting it. The already existing sheet serves as a reference for you to not miss any sprites.

Quote:the graphics shown on the PSX-vram program DO NOT match up with the ones in the savestate.
That's normal, the graphics for Guilty Gear (PSX) are also distorted and look clearer than ingame. This is probably due to fighters being able to go in different directions and therefore zooming the screen in and out.
Ripping Tutorial for PC Engine / TurboGrafx 16 / TurboGrafx CD
https://www.vg-resource.com/thread-41637.html
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Thanked by: Lukebarz


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