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Need help on ripping sprites from Super Medal Fighters (Arcade)
#1
I'm trying to rip graphics from Super Medal Fighters, which is a Japan-exclusive medal game that uses the same SD graphic art style as Super Puzzle Fighter II Turbo. I have tried to enable the sprite viewer through the pallete viewer method on MAME (F4+Enter), but the sprites are not appearing.

I need your help on this. Are there any other ways for me to rip the graphics from this game?
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#2
The game happens to use PC Engine/TurboGrafx based hardware, Eighting must have got it really cheap as it is not typical Capcom hardware (they would have used CPS 1 or 2 around this time). Anyway, MAME doesn't support any graphic viewer for this hardware and BizHawk/Mednafen that does support the PC Engine (with tile viewers, BizHawk also has a background viewer) doesn't support the game because it is just a bit different than the actual PCE hardware and a different ROM set up.

Anyway extract the ROMS from the zip then load up YY-CHR. Click on Open, go to where your ROM is located, change ROM image to All Files so they can be viewed then choose the one that you want to open. Change the format to 4BPP PCE(SG) so you can view the sprites but you can't change the arrangement order. To make it easier, I've listed what can be found in the ROMs:

smf05.u4 contains Akuma, Ryu, Ken(?), Sakura, Dan and some misc sprites. This has the most character sprites of the 3 ROMs.
smf04.u5 contains Ryu(?), Dan, some misc sprites. It also has the backgrounds, font and title however they are in a different format and need to be in 4BPP SNES/PCE (CG) to view them.
smf03.u3 contains misc sprites (HUD, cursor, error messages)

You would have to recolor the sprites but YY-CHR does have a palette editor to change the colours. Then once you're ready, go to File, Save Bitmap to save your sprites. It only saves whatever is displayed so you would have to keep clicking the blue down arrow to load the next batch, rise and repeat. Then you would have to rearrange the sprites in your preferred graphic editor of choice.

Since emulation on MAME has input problems (HOPPER JAM ERROR), try doing Dan first as he appears in the attract mode. There are probably ways of getting the palette however they are beyond my knowledge.
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#3
Yes, @Yawackhary. I'll see what I can do to get the proper in-game palletes... but in order to get them, you'll need to take in-game screenshots as references for the actual palettes. You could also try looking at the proper palettes from the original CPS-2 game as another reference.

I also have noticed that some of the graphics in Super Medal Fighter are a little smaller (or bigger) than their original CPS-2 counterparts as well.
Here is a comparison of Ryu's in-game graphic from every console port/version of Super Puzzle Fighter that I could find (excluding the PS3/Xbox 360 HD Remix ports, as their graphics are run through a bilinear filter).
   

For the GBA port, it scales him down to 43x44px, while in Super Medal Fighter, he is scaled at 41x43px (I re-colored the graphic using the pallete of the CPS-2 SPFIIT Ryu for this). The cellphone port scales him to 52x54, his original CPS-2 graphic is at 61x63px, and the Capcom Puzzle World port of Super Puzzle Fighter II has his graphics at a higher resolution.
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#4
Did you manage to extract the sprites?
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#5
(03-05-2024, 12:50 PM)MatheusEdu7B Wrote: Did you manage to extract the sprites?

No @MatheusEdu7B. I have not yet extracted the sprites, but maybe I will someday...
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