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Message started by Heavy Stylus on 20.05.10 at 08:19:26

Title: Graphics Rip Request (for pc remake) - Please Help
Post by Heavy Stylus on 20.05.10 at 08:19:26
Hi gents,

Would someone be so kind as to rip the sprites and tiles from the attached (a PD game called Robotz)?

I'm working on a PC remake (as an introduction to the GML language), and having a complete sheet of graphics would be hell of a lot easier than me having to printscreen 100 times to grab all the frames of animation ;)

Please drop me a line if you can help - I've no idea how to do this myself :P
http://d-bug.mooo.com/dbugforums/cgi-bin/yabb2/YaBB.pl?action=downloadfile;file=Robotz__patched_.zip ( 69 KB | Downloads )

Title: Re: Graphics Rip Request (for pc remake) - Please Help
Post by ggn on 20.05.10 at 09:51:40
Hello kind sir,

As per your request...




Signed,
The management
http://d-bug.mooo.com/dbugforums/cgi-bin/yabb2/YaBB.pl?action=downloadfile;file=robotz.zip ( 26 KB | Downloads )

Title: Re: Graphics Rip Request (for pc remake) - Please Help
Post by Heavy Stylus on 20.05.10 at 10:02:28
Can't check them (at work), but thanks GGN! :D

Looking forwards to checking this at home - is it all the gfx, or just the tiles & sprites? 

What do you use to do this? Is there a function in steem to view the contents of RAM or something? Or do you just open the prg with a ripping program?  Or did you have to pick away at the code to find it?

Title: Re: Graphics Rip Request (for pc remake) - Please Help
Post by ggn on 20.05.10 at 10:40:21
Well, I used STEem debug after the program loaded. In the boiler room window there's a box to change the screen address. The good side effect is that this shows you immediately what's going on in that part of memory. Then, after locating the tiles (the sprites were a bit garbled right after the tiles), I dumped the to a file (using a memory window). I got the palette by opening a memory window at $ff8240 (hardware registers that have the palette data). Then I used a custom GFA program to unscramble the sprites. Of course one could use crackart for this, so in the end it requires no programming skills at all :).

I think I'll write a small tutorial about this (I can't today, I'm a bit busy).


Title: Re: Graphics Rip Request (for pc remake) - Please Help
Post by Heavy Stylus on 20.05.10 at 10:41:49
Naughty me - downloaded and using GRAFX2 at work, and have viewed the files :)

Thanks for these GGN.  I can grab the intro gfx and so on via steem, but would be interested to hear if there are any other bits hidden in there.

I'll most likely start with a 1:1 remake, then do a slightly different 'enhanced' version, with new gfx.

Thanks again guys - as stated above, tools/advice on how to do this myself in future would be handy ;)

Title: Re: Graphics Rip Request (for pc remake) - Please Help
Post by Heavy Stylus on 20.05.10 at 10:44:26
Love the new avatar image btw ;)

Title: Re: Graphics Rip Request (for pc remake) - Please Help
Post by robert2098 on 21.05.10 at 08:21:35
Too bad the STeem boiler room doesn't have a memory graphics viewer like the Ultimate Ripper Cartridge. There you can view the memory as graphics and set the width, number of planes, etc, so also encoded sprites/font can be found easily.

Isn't it possible to mount the Ultimate Ripper cartridge in STeem when it is running and then soft-reset STeem to come in the ripper software?

Robert

Title: Re: Graphics Rip Request (for pc remake) - Please Help
Post by ggn on 21.05.10 at 09:19:44
Hmm it should be possible indeed. Personally though I don't have a dump of that cartridge, so I never tested that.

Title: Re: Graphics Rip Request (for pc remake) - Please Help
Post by sh3-rg on 21.05.10 at 10:04:55
That's what I thought of when I read that, too - I used to love ripping gfx with the Ultimate Ripper, lots of fun!

Title: Pointers on how to rip graphics
Post by ggn on 21.05.10 at 10:41:17
Ok, here's some tips on how to rip graphics from games (in as much as a logical order as I can):

  • Using Crackart's "file crack", you can load a file and show it on screen, change line width (so if the game has 16x16 sprites interleaved, you can see them if you set an width of 8), hunt for the palette, etc.
  • Similarly, "disk crack" on the same program can load disk tracks using the same interface more or less.
  • It is often the case that graphics data will be packed instead of laid raw on files or disk. If the game is on files, try to unpack the files using a program like New Depack first.
  • In some other cases, the data will be packed using an unknown packer (or obscured so programs like New Depack can't pick it up). Then you can (for example) use the Steem Debug version, load the game, start playing, then stop emulation. Then go to the boiler room, open a memory window, make sure it is set on "memory" and not "instruction", point it to address 0 and dump 512 (or 1024k) of memory into a file. Then load it on Crackart.
  • How to rip the palette: It's a very rare occasion that the palette will be bundled close to the graphics. Again Steem Debug can come to the rescue. Just play the game, and when the palette you want to rip appears (the gfx you want to rip will be using it), just stop emulation. Then open a memory window and point it to ff8240. There you will find the 16 palette entries, with the added bonus of the colors they represent on the memory window :)
  • Argh! You did the above hint but you got a totally wrong palette? Then the game is most possibly using a raster split to show different colors to different screen areas (for example main playfield and status bar). just do what you did above, and then with the memory window open on ff8240, right click just left of the address on the column "Mon". Then select "Monitor writes to->" and then "ff8240.w". Now go to the boiler room window and make sure "Monitor->Stop on activation" is selected. Normally on the bottom of this menu bar you will see the watch point you set (ff8240.w - WRITE). Then start emulation again. Almost immediately the emulation will stop again and a alert box will tell you that someone tried to write on the palette. Just flip to the memory window again and look at the palette. It should be different than the one you noted down. Just keep restarting emulation for a few times and notice how the palettes change. Then you need to judge for yourself which is the correct one and use it :)
  • Another thing you can try with Steem Debug is that you can change the screen address, which has immediate effect. I.e. whatever value you enter, the memory contents will be shown when you press enter. Don't be afraid, as this is perfectly safe to do and it won't make the game crash. There is a slight chance that the graphics are stored there in viewable format, so maybe you can simply printscreen them :)
  • Do you have the gfx on screen, but they look wrong, as if some shadows appear on them? This might actually be bitplane shifting. Try adding +2, +4 and +6 to the address (or offset if you're using something like crackart) in succession - it's very likely that the gfx will be shown properly then.
  • Most of the above stuff applies when the graphics are 16 colors i.e. 4 bitplanes. If the game stores the data in fewer bitplanes (to preserve memory and gain speed) you will see them squashed and wrongly shown using the above methods. Using custom made programs to parse the data (like I usually do) or ripper programs like the Ultimate Cartridge is a necessity in this case.


Got any questions I haven't answered or wish to contribute to the thread? By all means do :)

Title: Re: Graphics Rip Request (for pc remake) - Please Help
Post by Shw on 21.05.10 at 17:13:25
Adrenaline ripper 1.09 is also useful. Again you can load files etc. But it allows you to change the interleave, sprite size etc. Also a useful feature is it's ability to grab the palette (NEO or PI1) from a certain memory address.

shw
ADR ripper is on the PHF site

Title: Re: Graphics Rip Request (for pc remake) - Please Help
Post by ggn on 21.05.10 at 20:29:19
Anyone interested? We could post some tools on this thread

Title: Re: Graphics Rip Request (for pc remake) - Please Help
Post by Heavy Stylus on 25.05.10 at 10:06:59
Thanks again for all the help :)

Not sure when/if I'll be able to use these tips and tools in future, but at least I know who to write to if I get stuck :)

Remake progress is slow but steady.

Title: Re: Graphics Rip Request (for pc remake) - Please Help
Post by Heavy Stylus on 03.06.10 at 12:16:31
I have a playable game here already, with some enhancements over the original :)

I think that progress may slow a little now due to the new arrival in my family though...

Title: Robotz DX
Post by Heavy Stylus on 13.06.10 at 09:40:43
Well, here's an early WIP version. :)

However, during design and coding, the game evolved somewhat into a single screen strategic blast-fest :P so it isn't faithful to the source material any longer.  Consider it a re-imagining ;)









Beta version link: http://dl.dropbox.com/u/4426238/RobotzDX.zip

Title: Re: Graphics Rip Request (for pc remake) - Please Help
Post by Shw on 13.06.10 at 10:38:53
Great stuff!! can't believe you managed this in just two weeks :)

addictive too!

Shw

Title: Re: Graphics Rip Request (for pc remake) - Please Help
Post by Heavy Stylus on 25.06.10 at 07:56:06
Well, the game is just about finished now; I'm currently waiting for the end screen to be pixelled, then version 1.00 will be released.

I'm debating whether or not to add strafeing - it should be an easy thing to add to the movement code.  Anyway, the game will probably be up by the end of the weekend.

Title: Re: Graphics Rip Request (for pc remake) - Please Help
Post by ggn on 25.06.10 at 10:44:55
\o/  [smiley=vuvuzela.gif]

Title: Re: Graphics Rip Request (for pc remake) - Please Help
Post by Heavy Stylus on 28.06.10 at 07:08:05
What are you lolling about, GGN?  Anyway, added the ability to strafe (X), added extra fire keys (Y & C, Y for german keyboards, and C for people who prefer the strafe key to be on the left of fire) and fixed a few bugs.

Anyway, received the final artwork today, so I have about an hours work tonight and the final will be OUT!

(There will however be an inevitable 1.1 update with integrated joypad control.)

Thanks again GGN for the help with the gfx.  It's a shame this doesn't count as a scene release, as I would have loved to see it on pouet. :P

Title: Re: Graphics Rip Request (for pc remake) - Please Help
Post by ggn on 28.06.10 at 08:04:51
HS,

I'm not loling about anything, just cheering you (\o/) and blowing my vuvuzela (:vuvuzela:)!

We're all waiting for it btw :)



P.S. r0x has a pouet entry (http://pouet.net/prod.php?which=53197), so I see no reason why it's not a scene release, we can add it :)

Title: Re: Graphics Rip Request (for pc remake) - Please Help
Post by Heavy Stylus on 28.06.10 at 14:03:54
Ah, I just thought you were laughing at my lameness! ;)

The reason I say that I think robotz doesn't count as a proper scene release is because it's written in a game making programming language, like stos but on the pc.

But I suppose I could promote it as a filler release while r0x zer0 is still being completed! ;)

Title: Re: Graphics Rip Request (for pc remake) - Please Help
Post by ggn on 28.06.10 at 14:51:40

Heavy Stylus wrote on 28.06.10 at 14:03:54:
Ah, I just thought you were laughing at my lameness! ;)

The reason I say that I think robotz doesn't count as a proper scene release is because it's written in a game making programming language, like stos but on the pc.

But I suppose I could promote it as a filler release while r0x zer0 is still being completed! ;)


So, I suppose you never heard of OSDM then? :)

Look it up - you'll find reason enough to consider robotz a scene release ;)

Title: Re: Graphics Rip Request (for pc remake) - Please Help
Post by sh3-rg on 28.06.10 at 16:40:18
Fuck Pouet.

Good work with the game, though :)

Title: Re: Graphics Rip Request (for pc remake) - Please Help
Post by Heavy Stylus on 28.06.10 at 16:58:17
I just HAD to share this...

(image deleted!)

Title: Re: Graphics Rip Request (for pc remake) - Please Help
Post by ggn on 28.06.10 at 21:36:43
Awww now we don't have to play the game at all :P

Title: Re: Graphics Rip Request (for pc remake) - Please Help
Post by Heavy Stylus on 28.06.10 at 21:40:43
and like that... it's gone ;)

Title: Re: Graphics Rip Request (for pc remake) - Please Help
Post by Heavy Stylus on 28.06.10 at 23:26:51
Finished!

http://dl.dropbox.com/u/4426238/RobotzDX.zip

Enjoy while I get the web page up and running.

Title: Re: Graphics Rip Request (for pc remake) - Please Help
Post by CJ on 29.06.10 at 02:59:28
Exactly - Fuck Pouet!

Well done matey :) You should be proud of that :)

Title: Re: Graphics Rip Request (for pc remake) - Please Help
Post by Heavy Stylus on 30.06.10 at 00:41:43
http://www.pouet.net/prod.php?which=55240

Title: Re: Graphics Rip Request (for pc remake) - Please Help
Post by robert2098 on 30.06.10 at 08:56:01

Heavy Stylus wrote on 28.06.10 at 23:26:51:
Finished!

http://dl.dropbox.com/u/4426238/RobotzDX.zip

Enjoy while I get the web page up and running.


Curiously, when I download it from DropBox or Pouet, McAfee kicks in with the messagebox below.

But when I extract the file, McAfee doesn't say anything. Strange.

Robert

RobotzDX_Download.png ( 15 KB | Downloads )

Title: Re: Graphics Rip Request (for pc remake) - Please Help
Post by ggn on 30.06.10 at 10:02:30
Ahhhh, McAfee..... after corrupting half the executables on my DOS partition (way way back) while claiming it was fixing the virus, I tossed the executable in the river and never ever bothered with it again.

A true testimony.

P.S. I wonder if ppera was working with them, it was quite quick at it :P

Title: Re: Graphics Rip Request (for pc remake) - Please Help
Post by Heavy Stylus on 01.07.10 at 23:54:28
http://www.youtube.com/watch?v=C3p5nTHfzDc

Title: Re: Graphics Rip Request (for pc remake) - Please Help
Post by sh3-rg on 02.07.10 at 17:45:39
OK, so when are we doing the Jaguar version? :P

Title: Re: Graphics Rip Request (for pc remake) - Please Help
Post by ggn on 02.07.10 at 18:53:19
When people get over the "it's not worth of the 64-bit console" mentality :).

Title: Re: Graphics Rip Request (for pc remake) - Please Help
Post by Heavy Stylus on 13.07.10 at 22:08:31
http://www.rgcd.co.uk/robotzdx/

Version 1.02:

Improved joypad support and fixed a bug that prevented joy2key and xpadder working with the game (whoops). Improved the .ini file system so that selected control config is automatically saved, and hiscore is recorded even if you quit mid-game. Also, reworked the tutorial code so that you can only not skip the intro on your very first play of the game (again this is saved in the .ini file). Fixed the windowed mode so that the game window can be hidden (previously it always stayed on top). Tweaked level 25 so that spawners don't appear in difficult to reach locations.

Control method is selected at title screen by pressing J. *Default is keys (so xpadder users, etc. can now play the game). *JOYA uses the POV hat for movement, JOYB uses x/y axis. *Fire, strafe and pause buttons can be reassigned in the ini file after loading the game for the first time.

Title: Re: Graphics Rip Request (for pc remake) - Please Help
Post by TomChi on 15.07.10 at 07:56:45
Well done mate !! :)
You've been super-fast .... Maybe YOU should code r0x0, so it would have a chance being released this year ^^'   :p

Would be cool to port it to the ST too ... hint hint ... :)

Title: Re: Graphics Rip Request (for pc remake) - Please Help
Post by Heavy Stylus on 16.07.10 at 12:18:30
Well mate, from what i saw of the latest r0x zer0 last night, i think we are well on the way :)

Spent all morning (at work) coding the wave tool on my netbook.  In addition to displaying the wave in action, it will also display start x/y co-ords, x and y speeds/trajectories, start delay and sprite index for each drone on screen per wave - although I have all the values here anyway so it will be easy for me to forward them on. ;)

Do you want the wave pattern displayed by the tool to repeat until you press space (then start the next one)?

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