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Author Topic: i need some help in sprite ripping...  (Read 2 times)
Marvin626
Guest
« Reply #15 on: April 05, 2008, 08:08:49 pm »

Well, congratulation on your first rip, once you practiced enough, it will be piece of cake  :thumbsup:...


the thing with mx and OGG is exactly the same with the alphas but with 3 main diferences

1.- the unit's corresponding pixel palette data is above the sheet, not below...

2.- press O (palette/byte format) twice to see the gradient patterns once you get there, it should read 4 bytes...

3.- if the colors aren't the right ones change to 1byte Palshift (S) and press pgup  or pgdn until you get the right colors, if you know well the unit you are going to rip, you will recognize the colors easily

then the editing in the gale is the same...

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the method is exactly the same for both games and possibly Advance portable (once it's out)...

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By the way, you haven't told me yet if the original 3dripperdx rip format is 24 bit or 256 colors, i need that to tell at least the others on srwg about that...

Good luck with your rips Smiley...
elguignardo
Guest
« Reply #16 on: April 07, 2008, 01:57:22 am »


in 3dripperdx it grab first in dds format,
after with the dds plugins download on nvidia site you can choose to convert it in the format you want, but never 256 indexed

as the technique for color remapping is always the same, i'll made a program to otomatize it
weissvulf
Guest
« Reply #17 on: April 07, 2008, 01:51:36 pm »

I'm no sure if you ever got a reply to your original question; In my humble opinion the picture you posted looks like either the width is set wrong (i.e. try 128) or the bits per pixel are incorrect. Are the graphics stored in the Tim2 format?
Marvin626
Guest
« Reply #18 on: April 07, 2008, 02:36:07 pm »

well, vulf...

checking the widths, since the beginning no matter what width i try, it always is the same...

about the pixel/bit thing, i know that the common format (used on most of the ps2 SRW's) is from 8 bits, but, there's no change in the image....

and about the tim2, well, normally i never have payed attention to that thing,but right now i checked the file with TIMtool, who supposedly can extract tim2's but i couldn't get nothing...
weissvulf
Guest
« Reply #19 on: April 07, 2008, 03:24:40 pm »

Hmm, why don't you email me one you're trying to extract and I'll play around with it and see if I can figure anything out? weissvulf@yahoo.com

I've been trying to edit some PS2 graphics of my own so maybe I'll learn something useful Smiley
elguignardo
Guest
« Reply #20 on: April 09, 2008, 03:03:34 am »

i've finished my program

give me your email adress and i'll send it


for alpha3, i tested with 16bit per pixel and i have a better quality but can't get the image normal

the alpha series are made in 3D: 3d rectangle with image texture on it
the Mx OGs series are made in Full 2D

that why the format is not the same
Marvin626
Guest
« Reply #21 on: April 09, 2008, 08:48:56 am »

well, the mail, is xvmarv@gmail.com

although i don't quite get it, what's this program for  :huh: Huh
weissvulf
Guest
« Reply #22 on: April 09, 2008, 03:22:11 pm »

Well, I didn't have any better luck. The closest I could find is 32bpp 128 wide, but there still seems to be a lot of 'noise'.

Are the face graphics in the file wrapped around 3D wire frames in SRW? They appear to be proportioned for 2D display. Even if they were for 3D mesh, I think they should sill look solid (without all the noise).

I'm relatively inexperienced, but I recall that a long time ago a thread mentioned a PS2 format that interlaced two images into one. I have no idea what the SRW images look like in game, but the one face I extracted and worked on seemed like it might have been a picture of clouds interlaced with the face.

The only other idea I have is to try and rip the images from a PS2 memory dump. If they are de-interlaced or processed as they're loaded into memory, you may have better luck pulling them out of a dump. If SRW will run on PCSX2 you can use pcsx2t.exe and go to debug> memory dump (when the desired picture is on screen).

Sorry I couldn’t be more help but at least I learned something new that I don’t know!
Marvin626
Guest
« Reply #23 on: April 09, 2008, 03:57:58 pm »

Well, according to guignardo, the images are actually attached on 3d meshes in alpha 2/3 (that would explain why the other ps2 SRW games doesn't look right on pcsxe)...

i already tried to do a memory dump of a scene through the emulator but, the image data goes still encrypted...

Thanks anyway Smiley...
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