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Need help ripping PS1's Harvest Moon Back To Nature
#1
Greetings. I need all the contents of the game to remake it. The only assets I found from the related game is the girl version; https://www.spriters-resource.com/playst...tmoongirl/. And it is incomplete.
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#2
PSX VRAM Viewer (updated)
https://www.romhacking.net/utilities/1567/

Tutorial
https://wiki.vg-resource.com/PSX-vram
Ripping Tutorial for PC Engine / TurboGrafx 16 / TurboGrafx CD
https://www.vg-resource.com/thread-41637.html
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#3
(07-15-2023, 06:07 AM)Barack Obama Wrote: PSX VRAM Viewer (updated)
https://www.romhacking.net/utilities/1567/

Tutorial
https://wiki.vg-resource.com/PSX-vram

I did try using that, in-fact I have been using the newest version https://github.com/romhack/PsxVram-DotNet, though I am quite unsure on looking for the correct color palette.      I also tried the version you mentioned but confused on how to change the color palette, I tried to use arrow keys but nothing changes     
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#4
Can you zip a quicksave and upload it on mediafire or mega.nz? I'll check it out.

As far as I remember, the arrow keys move a blue crosshair through the window of PSX-VRAM and you manually have to find and select the palettes with it.
Ripping Tutorial for PC Engine / TurboGrafx 16 / TurboGrafx CD
https://www.vg-resource.com/thread-41637.html
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#5
(07-15-2023, 06:56 AM)Barack Obama Wrote: Can you zip a quicksave and upload it on mediafire or mega.nz? I'll check it out.

As far as I remember, the arrow keys move a blue crosshair through the window of PSX-VRAM and you manually have to find and select the palettes with it.

Blue crosshair? I don't see one. Though, probably I missed it since my eyes vision is quite bad, or incompatible with the current windows I am using. Save State of HMBTN's Menu Screen in ePSXe, it would be really helpful if you try to help me with the save state and teach me to find the correct color palette Big Grin
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#6
Could also be a red crosshair, it's kinda tiny.

I'll download it and try around.

EDIT:

OLD PSX-VRAM CONTROLS
Terry von Feledae Wrote:I will just say that different consoles and sometimes different sprites can have different codecs and you will need to select the correct one in order to view them properly. To change it, use the number buttons on the keyboard. Pressing “9” will change the codec to 4bpp, which is the one most sprites on the PSX use. “0” will change it to 8bpp, which is what sprites that use 256 colours are encoded in. The other number buttons also have Codecs assigned to them, but they are largely unimportant.

As soon as you press one of the buttons, two cursors will appear, one large red square cursor and one cross-cursor. The square one is moved using the W, A, S and D keys, and represents your “focus”. Move it onto the jumbled mess to the right of the screenshots, and a decompressed version of said mess will appear at the bottom of the screen. It’s either discoloured or even purely black though. And this is where the second cursor comes into play. That cursor is the one responsible for palettes.

How it works? Move the cursor around with the arrow keys of your keyboard - The sixteen(or 256) pixels directly to the right of the cursor will be the palette, each pixel being one palette “slot”. So where are you going to find the needed palettes, with this somewhat odd organisation? Easily. See that bar below the screenshots that appears to be made up entirely of randomly coloured pixels? Yeah, that’s the palettes. Simply keep moving the cursor downward using the arrow keys(By the way, holding Shift while pressing an arrow key will make it move one pixel instead of the usual 16, which is needed to switch rows in the palette-bar), and then search around for the correct palette.

The palettes are not always aligned this neatly(In Metal Slug X, for instance, they are basically all over the place), but usually, they are easy to find and use. So, here's a screen of VRAM with the adjustments needed to rip the Ultimate Armour made.

NEW PSX-VRAM CONTROLS
Readme.md (shortened) Wrote:PsxVram-SDL
Viewer for displaying VRAM save states from PCSX, ePSXe and NO$PSX.

Hotkeys
- W/S/A/D: move window
- Ctrl: move for 1 pixel
- Shift: mode viewer resize
- 1: 4 BPP mode
- 2: 8 BPP mode
- 9: 15 BPP mode
- 0: 24 BPP (MDEC) mode
- ~: Reverse colors (for 4 and 8 BPP grayscale modes)
- Shift + 1 or 2: CLUT mode
- Up/Down/Left/Right: CLUT starting coordinates (only for CLUT modes)
- Enter: reloads source dump
- Ctrl + mouse over mode viewer: show VRAM offset


EDIT 2:

The updated PSX-VRAM appears to be bugged, crosshair doesn't show up for me.

Therefore I recommend the old PSX-VRAM (only works with epsxe quicksaves):
https://www.romhacking.net/utilities/442/
This one 100% works.

Test with your quicksave:
[Image: JpiYYuI.png]
Crosshair and viewer box show up.

Palette test:
[Image: aqlONfW.png]
Palettes are at the very bottom and apparenty also thrown into the top right sprite dump. If you look at the sprite dump, then the palette bars should be recognizable at the down left.
Ripping Tutorial for PC Engine / TurboGrafx 16 / TurboGrafx CD
https://www.vg-resource.com/thread-41637.html
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#7
"Top right"? Do you mean that each sprite might has their own color palette?
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#8
There is a sprite dump or a bunch of sprites at the top right of the PSX-VRAM window. And in this area, the palettes are located on the down left. There is also a second area at the bottom of the window with more palettes.
It's hard to see because it's so tiny.

[Image: n5moh0l.png]

Not each sprite has its own palette but rather each set of sprites, like every npc for example.
Ripping Tutorial for PC Engine / TurboGrafx 16 / TurboGrafx CD
https://www.vg-resource.com/thread-41637.html
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#9
Do you think that the suitable mode for the located images on the top corner is 4 bpp?[Image: image.png]

Btw, so I need to search through these tiny palettes to find the corresponding palette for each character!? That explains why none really care to do 2D PSX assets ripping...
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#10
Is your crosshair showing? You need it to select the palettes.
If not, use the 2007 build of PSX-VRAM, not the 2020 version from your screenshots.

And selecting the palettes only looks hard, but it isn't once you get the hang of it.
Use 0-9 to change modes, WASD to move the rectangle/view box and arrow keys to navigate the palette-searching crosshair.
Just hold shift while using the up/down arrow key to change rows. With this, you're only moving 1 pixel instead of 16 and you can systematically search through every single palette in an area.
And since there are only two palette areas, you just go to your start position and hold shift + arrow key and look if the sprites are matching the colours from your reference (which can be screenshots or a youtube video on another open window).
Shift + left/right arrow keys doesn't make sense btw and if your own position confuses you, it's always shown in the window where you currently are (2007 PSX-VRAM shows it on its window bar).
Ripping Tutorial for PC Engine / TurboGrafx 16 / TurboGrafx CD
https://www.vg-resource.com/thread-41637.html
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#11
I ripped a bunch of sprites in 2020 if you're interested
https://www.dropbox.com/s/y8e6uw28s3eq21g/hmbtn.7z?dl=0
The game uses a compression so you can't just open the files in a graphic viewer and expect results
Once there was a way to get back homeward
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