Register | Login
Views: 19364387
Main | Memberlist | Active users | ACS | Commons | Calendar | Online users
Ranks | FAQ | Color Chart | Photo album | IRC Chat
11-02-05 12:59 PM
1 user currently in Super Mario World hacking: labmaster | 3 guests
Acmlm's Board - I2 Archive - Super Mario World hacking - How do you rip the GFX out of donkey kong?
  
User name:
Password:
Reply:
 

UserPost
mikepjr
Posts: 86/242
When i rip graphics, i tend to just take snapshots and use them to make anything like that.
HyperLamer
Posts: 3621/8210
If you can't find them in the ROM...
Originally posted by Juggling Joker
Have you tried ripping from a savestate?
Keitaro
Posts: 1090/1342
they're definatly there though...I have hacked DKC (poked around in the rom anyways) and so has my half-sister (quite extensively), I can vouch that it should be there...its not going to be there right away, you need to search a bit...and its layed out really weird, but the first noticeable thing should be the plamtrees or characters even.
Sukasa
Posts: 120/1981
Hey!

Originally posted by Ice Man
Originally posted by Keitaro
DKC's graphics are completly uncompressed, absolutly everything is there. You just need to look
What type of DKC Rom do you have, because it's all compressed for me.


Maybe you are looking in the wrong area. I don't think there would be two vcersions of a game with a difference that trivial. Try bit shifting or whatever.
ExKay
Posts: 529/1114
Originally posted by Keitaro
DKC's graphics are completly uncompressed, absolutly everything is there. You just need to look
What type of DKC Rom do you have, because it's all compressed for me.
Atma X
Posts: 754/801
Not really, because you can shift the data manually (and in a seperate file if you please),... it takes a little more time that way, but not by much (unless you're doing it for the whole game). I've never used it with all of the Gfx work that I've done (didn't seem limited to me that way).
Juggling Joker
Posts: 586/1033
TLP, YY-CHR, and (I'm fairly certain) Tile Molestor all let you shift. They would be pretty limited otherwise, dontcha think?
Atma X
Posts: 753/801
emm, haven't really looked into that yet (I may have seen it one of them, if so that was a long time ago)
Juggling Joker
Posts: 585/1033
Err... Atma, do you realize that every editor I know of lets you byte and bit shift?
Atma X
Posts: 752/801
Well what do'ya know. That's a rare occasion. Also know that the Graphical data is not placed in a way that'll get displayed properly in the Tile, in every area of the game. If graphical data starts on an even Addess (XXXXEX : E=Even), it will be displayed with in one Tile,... if it starts on an odd Address (XXXXOX O=Odd), it will be displayed with in two Tiles. The reason for this is because each Tile is 32 Bytes,... and this is all assuming that Nintendo placed them at Addresses that end in XXXXX0,... otherwise it won't look right at all by the way the current Tile Editors are displaying them.

Edit: Ok, you can shift the display of the Bytes in most Tile Editors (or you could organize the data yourself,... which would take a while).
Keitaro
Posts: 1087/1342
Originally posted by blackhole89
For a game which has so much different tilesets at 4 bpp, some of which even are HDMA-optimized, it is very likely they are compressed. There's nothing I can do for you but refer to FuSoYa (whom someone smart called the "compression guru" lately). PM him, or whatever you prefer.

~blackhole89.


DKC's graphics are completly uncompressed, absolutly everything is there. You just need to look.
ExKeeper
Posts: 12/512
I didn't rip it, I copied each individual 8x8 tile by:

1. taking a screen shot of the GFX
2. copying each individual 8x8 tile pixel by pixel
3. setting the animation

I was able to copy it because it only takes one 16x16 tile


And by the way, what do you think about my hack, email or post your answer

my email is smwedit@gmail.com
Juggling Joker
Posts: 577/1033
Have you tried ripping from a savestate?
blackhole89
Posts: 575/971
For a game which has so much different tilesets at 4 bpp, some of which even are HDMA-optimized, it is very likely they are compressed. There's nothing I can do for you but refer to FuSoYa (whom someone smart called the "compression guru" lately). PM him, or whatever you prefer.

~blackhole89.
ExKay
Posts: 525/1114
I thought you ripped the rain in your hack from DKC.
They're compressed, that means, you can't rip them.
ExKeeper
Posts: 11/512
I would like a way to rip the GFX out of donkey kong country because the gfx won't show up in a tile editor like YY-CHR or Tile Layer Pro. It just gives me a bunch of random pixels.

Question: Did you set it to snes 4bpp
Answer: yes
Acmlm's Board - I2 Archive - Super Mario World hacking - How do you rip the GFX out of donkey kong?


ABII


AcmlmBoard vl.ol (11-01-05)
© 2000-2005 Acmlm, Emuz, et al



Page rendered in 0.024 seconds.