How To Rip Sprites From Dos Games

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  1. The game's name is 'SpongeBob SquarePants: Ticket Boom'. It consists of three extension-less files, labelled as ic1, ic2 and ic5, that are barely 15MBs, which makes me wonder if this can even be a whole game. I don't know how small these games can be. The main thing I want to rip is the game's OST. Being able to rip other assets is optional.
  2. How to rip sprites from dos games Shwayze and cisco island in the sun rar files Download burger personality pdf viewer Software linux fedora 10 Scopolamine patch used to dry secretions Oracle linux 6 5 mount ntfs drive on mac Dmc 4 479 mtorrent Whatsapp for pc.
  3. Sega Genesis Sprite Ripping Post by Trentdaddy » Sun Aug 29, 2004 10:22 pm A person I know from a different forum and I were curious how do you rip sprites from Genesis games.
  4. Yes, you can get them. They files called.shp, which contains a string of pictures (basically). In your cnc95 folder there should be a folder called XCC, which contains programs to help extract those files.

Just to show how the lip animations in Policenauts for the PC-9821 are meant to look. Unfortunately no emulator seems to support them properly. The key seems to be to use version 3.10 rev 1.00 of the MS-DOS sound driver AVSDRV.SYS. I believe it came with MS-DOS 5.00A.

How

Preamble

So you've decided that you wanted to delve into the area of ripping backgrounds, have you? Odds are that if you're reading this, you'd like to learn how to do this. If you have experience ripping sprites, then you probably already know how to do this. Don't worry if you don't, because knowing how to rip backgrounds will also teach you how to rip sprites. Let's dive into this exciting area, shall we?

Note: Technically, you won't be 'ripping' the backgrounds. You'll instead be 'capturing' them. The two are different things, but the term 'rip' is often used in place of 'capture'. I'll use the term as well in this tutorial, but I just wanted to state that the two processes are two different things.

Required Tools

One of the neat things about ripping is that there isn't much that you require to do so. All you need is the source ROM you want to rip from, an emulator that supports layers, and dedication. Now, you can rip sprites or backgrounds using an emulator that doesn't support layers, but that requires a lot more effort. Why make it harder on yourself when you can just use an emulator that supports layers?

How To Rip Sprites From Dos Games On

For this demonstration, I'll be using ZSNES Windows 1.42, which can be (or a newer version) obtained from their website. I'll also be using a Megaman X3 ROM. Since copies of games that you don't have a license to are illegal, I won't be providing you with a link as to where to obtain a copy - you're on your own. Please note that the techniques used in this tutorial will work with just about any ROM.

Note: Bear in mind that newer systems such as the Playstation and Gamecube don't have 'layers', nor do they have 'sprites'. 'Sprites' that you see on these newer systems are actually flat polygons - not 2D sprites. Because of this, ripping from these systems must currently be done by hand. The process in this tutorial will only work on the older systems such as the SNES and Sega Genesis.

Layers

Boot up your emulator and load the ROM. In ZSNES, this can be done by selecting Game -> Load in the main menu. From here, navigate to the folder where the ROM is located, select it, and press the button labeled 'Load'.

Once you press the 'Load' button, the window will close, and the emulator will start running the game. From this point, you can actually play it using the controls that are set in the Config -> Input #1 menu. Skip past the introduction and start a new game. After the introduction sequence, you'll be in control of X.

+ Cd Rom Driver - DOS Games Discussion

Now, games on systems like the SNES use 'layers' to display objects. For example, the city scape that you see behind X, the road he's standing on, and X himself are actually on different layers. Don't believe me? Go ahead, remove a layer, and see for yourself. To do this, you can use the ZSNES defaults, the keys 1 - 5 (not on the number pad). '1' toggles layer one on and off, '2' toggles layer two on and off, etc. '5' toggles the 'object' layer, also called the 'sprite' layer. Press '2' and '5', removing both the layer the city scape is on and X to see this in action.

The separation of graphical objects is done for many reasons, but the main one is that it makes the job much easier for the game's developers. How much work do you think it would be for a developer to make an image for every possible character pose at every possible location? For this reason, objects are separated into different layers to make this task easier.

Instead of the predefined moving images that you see on television and in movies, video games separate the background and the objects in the foreground. The moving objects can then move and jump around without having to redraw the background every single time. This is very similar to how cartoons are made. The background is drawn first, and then the characters which are drawn on a transparent overlay are laid on top of it.

How to Rip Sprites: 12 Steps (with Pictures) - wikiHow

Ripping

By now you've probably figured out how to get rid of all the clutter from the screen, exposing the background - just remove the sprite / object layer and any layers with overlay displays (health bars, timers, etc.). But how do you take a snapshot of this background and show it to the world? This is where ZSNES's snapshot feature comes in handy. By default, you should be able to press 'spacebar' and ZSNES will take a screenshot and save it in the same directory the ROM is located.

However, this may not always be the case, or you may just want to change the key the snapshot function is bound to. To change this and various other keyboard shortcuts, you can go into the Misc -> Game Keys menu from the ZSNES main GUI. Just click on the key assigned to the function, and press the new key you want the function bound to.

From here, it's just a process of playing through the game, removing the sprite layer along with any overlay layers, and taking a snapshot. This is where the dedication part comes into play, and that isn't something that I can help you with. I hope you found this brief tutorial helpful, and that your efforts in ripping backgrounds go smoothly!

Tips

Sometimes you'll be toggling multiple layers quickly, and you might forget which are on and which are off, since you could play through a game and not notice any difference. But there might be objects on that layer which you don't realize and have disabled. To make sure you have all layers enabled, use the 'clrswitches' function (ZSNES default: '6' key). This will enable all layers that you have disabled, along with sound channels as well.

Typically, the foreground is on layer 1, while the background is on layer 2. Overlay, such as life gauges and timers, are on layer 3. Also on layer 3 are usually objects meant to move but not be sprites. These are things like fog, rain, snow, falling leaves, speeding clouds, etc. Always be aware of these objects, because you can accidently disable them on one level, not realize it, and move onto the next level where such objects are used.

You can also take snapshots by using the menu that pops up when you press the F1 key. This will freeze the game and bring up a menu with various options. One of these options is a 'Next frame' function. This function will advance the game by just one frame and freeze it again. This is very useful when you're ripping sprites, because you can use it to capture every pose in a particular animation. In this menu, you can also change the image format ZSNES saves snapshots in.

ZSNES will only save up to 999 snapshots for a particular game in the same directory. Once you reach that number, ZSNES will save over image 999 each time you use the snapshot function. To avoid overwriting previous snapshots, move them into a different folder when you're getting close to reaching that number.


Written by Kevin Ruble on August 26th, 2006.

So, you got yourself a copy of Variable Geo Custom, easily the worst in the entire Variable Geo series. But it's not all bad. You can get the totally sweet sprites from this game really, really easily. Watch and learn.

Lagu dangdut grup gaul jalan datar. First, browse to the VGC data directory. Try c:GigaVGCData. In here are a number of sub-folders. For the purposes of this guide, open SATO. You should see something like this:

See all those files called 'something.vgc'? Those are the graphics files. Copy 00000001.VGC and SATOPAL.PAL to a new folder, so you don't fuck up the originals.

Now, rename 00000001.VGC to 00000001.bmp. Voila! You can view Satomi's stance sprites!

Fuck the rest of this tutorial, it's out of date. Just download my handy-dandy VGC-to-PSP palette converter program here, and do the following:

How To Rip Sprites From Ds Games

Extract the program to a folder, and put 00000001.bmp and SATOPAL.PAL in that folder. Open up a DOS prompt (or command prompt, as XP calls it), and change to the directory you extracted the converter to. For the purposes of this tutorial, let's say you're extracting this to c:makepsp. In the prompt, type 'c:' then 'cd makepsp' (without the quotes, of course.)

Now, type 'makepsp SATOPAL.PAL psp.pal 1'. This will convert the second set of 16 colors in SATOPAL.PAL to a PSP palette file. Now, you ask, 'why the SECOND set of colors?' Simple - VGC palettes contain multiple sets of colors in a row - in the case of SATOPAL.PAL, multiple color outfits for Satomi. However, offset 0 is for some of Satomi's flame effects, not Satomi herself. So, we're using offset 1. Now, load the newly-created psp.pal onto 00000001.bmp using 'Maintain Indexes' color mode.

How To Rip Sprites From Dos Games

Awesome. You will need to repeat this procedure for the effects sprites, as they use a different palette file (SATOEF.pal). Once you load the correct colors on all the effects, you should add the effect colors to your main palette file (don't make me tell you how to do this - it's really easy and you can easily do it yourself) and then load that on all your effect sprites using 'Nearest Color Matching' instead of 'Maintain Indexes.' Then you're good to go!

How To Rip Sprites From Flash Games

But the colors are all wrong. Well, we're going to fix that. Use a hex editor, such as UltraEdit, and open SATOPAL.PAL. You will see something like this:

You should notice a pattern in the hex values - namely, every few lines, a line will start with 00 F8 00. This is a transparent color. Now, we need to make a palette. Open Paint Shop Pro (or Photoshop, I guess, but you're on your own there).

This is what the palette looks like currently. Fairly nasty. We're going to have to replace some color values. Double click the first color, and then go open Windows Calculator. Set it to 'scientific' mode. Now we can use Calculator's hex-to-decimal feature to convert the color values. We'll enter the values from the VGC palette file into it, then use those to fix our PSP palette.

There's one thing I should mention - VGC palette files often contain several color sets which may not be quite right. For Satomi, we need to start from the second 00 F8 00 in the file. That's the line I have highlighted in the above image. Now, enter the first value (00) into Hex Mode Calculator. Next, click Decimal. The value should change (or it would if it wasn't just zero). Enter this into the Blue slot for the color value in your PSP palette. Next, do the F8 conversion, and enter that value into the Green slot. Lastly, convert and enter the third value into the red slot.

Video one piece full episode sub indo mp4. Repeat this for all the values until the next 00 F8 00. Remember to ignore the extra 00 seperating the values in the file. Now, hit OK and let's see the results.

Awesome. Save this palette to a file so you can load it on all the other images. You will need to repeat this procedure for the effects sprites, as they use a different palette file (SATOEF.pal). Once you load the correct colors on all the effects, you should add the effect colors to your main palette file and then load that on all your effect sprites using 'Nearest Color Matching' instead of 'Maintain Indexes.' Then you're good to go!

You can also rename the .vgc files for the h-scenes to view those without playing the game. You won't be able to hear the girls screaming for you to stop raping them like you would in game, but what do you care, you sick son of a bitch?!

Tutorial by Legato B - 07/01/2004, updated 11/19/2004

How To Rip Sprites From Pc Games