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11-02-05 12:59 PM
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Acmlm's Board - I2 Archive - General Emulation - capturing animated sprites
  
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Surlent
Posts: 422/1077
Ranko, the same you may experience when you rip sprites using Mode 7; an example is Ogre Battle; then you have that 'gradient' in the background while being a map, even when everything (but the sprite layer not, of coruse, since this is the thing we want to rip ) is disabled.
The only sure way is to use something like a color replacer. Tolerance set to 0 % (so that only the affected color is replaced) and replace every part of it step by step by a neutral color - what will be the transparent color later
In PSP 7 this goes very convenient and only needs some time.
Prier
Posts: 1905/8392
I will say though, it's not always easy, because sometimes disable everything but the sprite layer isn't enough.

For example, I dare any of you to try and rip Spinal or really anyone from Killer Instinct, the background is compleeeetely shot when you have nothing but the sprite layer on. Making Spinal for Spinal was hell. Took an hour or so to go through all the frames because there were certain parts of Spinal they wanted to treat as the transparency.
Surlent
Posts: 421/1077
Get enemies with few frames only first; or simply put yourself on a game which you really like. It's easy and funny
One of my favourite games for example still is Rockman & Forte/MM9, since I prefer Forte due to his double-jump and other abilities, I captured his walking animation relatively fast. It is one of these games with really fluent animations; I also like the animation when Forte appears and his life bar fills up - gotta will do that animation too
DarkSlaya
Posts: 281/4249
Ranko's method is pretty much the only one that works. I used it to make some ALttP gif images.
Dylan
Posts: 103/1407
When I get a little more advanced at this stuff and invest a bit of time into it, I'm going to capture some battle sequences with those ridiculous and huge enemies in Dragon Warrior Monster. Thanks for your help, Ranko.

Here, eventually I'll get this guy doing his thang :
Prier
Posts: 1866/8392
Very nice. That's what I did as well when I first started out...it usually wasn't anything more than a few frames and that was it. Eventually, I got around to get a few tools and figured out how they worked and I got really really lengthy stuff done in about 10 minutes.
Dylan
Posts: 96/1407
Thanks Ranko, I managed to capture a few in ZSNES using your method.
Here's one I did in Super Mario RPG.



I'm sure it would have actually been quite easy to find in the form of a sheet, but I wanted to capture something simple for a first try.
Prier
Posts: 1820/8392
Originally posted by Heian-794
Not much of a Ranma fan, so I've never heard of Ukyou Kuonji (that's a girl's name?). But anyone who smacks people with a giant metallic spatula is OK with me!


Yea...it's a girl...although in the series they didn't really give that hint off right away considering she had tried to be a guy most of her life.
Heian-794
Posts: 201/896
Not much of a Ranma fan, so I've never heard of Ukyou Kuonji (that's a girl's name?). But anyone who smacks people with a giant metallic spatula is OK with me!
Prier
Posts: 1810/8392
Originally posted by Heian-794
Ranko, who's that girl in your animation there? I like that weapon!


Eheheh...Ukyou Kuonji ring any bells? Spatula ninja I guess you could say.

Ranma
Heian-794
Posts: 191/896
Ranko, who's that girl in your animation there? I like that weapon!
Surlent
Posts: 398/1077
Well, it isn't that difficult but more a matter of practice, at least when working with ZSNES
I usually learned to use hotkeys shortcuts for often used features in my Paint Shop Pro 7; so I get into ZSNES to the place I want to rip my avatar from, then dump it as PNG, then minimize ZSNES, go into PSP, opening it, setting transparency by pressing CTRL + SHIFT + V (German version), then selecting the background color and after that saving the entire image (!) by pressing F12 under a new name.

The rest of getting the right size is done in Animation Shop Pro 3; since it is convenient to reduce the size of the entire animation easily
An example of a rare sprite might be games like Bahamut Lagoon or Rudra no Hihou; That is an example of a regular enemy ... despite its large number of frames
Ed
Posts: 517/761
Why not give examples, I'll see what I can do.

That avatar is out to get me, by the way
Dylan
Posts: 60/1407
Unfortuneately I am looking for sprites from games that are quite rare and I can't find sprite sheets for them.
Prier
Posts: 1727/8392
Originally posted by Gb boy
A little complicated, but it makes sense...


I didn't say it was going to be easy.

And as for NES emus...I'm not sure...I don't know of something that could output certain frames to BMPs or AVIs where you could just extract what you wanted with an editor...Sprite sheets are universal, but you get to piece them together.
Dylan
Posts: 49/1407
A little complicated, but it makes sense. The problem is, I want to capture from NES games more that SNES, so is there a general method that could work in most emus?
Prier
Posts: 1715/8392
Probably a preferred method would be to find sprite sheets on the net for someone...but that would actually take time to search, in my opinion.

What I usually do in ZSNES is what I would do for taking a video in ZSNES...well...almost...it would be a matter of turning off all layers other than the sprite layer (usually marked as the '5' key above the letters) and the use snap/incr frame to do the work for me.

Now what the problem is...if you want to make something move in the way you want it to...like this [scrounges]:



...would be that you won't be able to make it look animated like that...but there is a solution...

While you're holding down SNAPSHOT/INCR frame, you'll want to have a ZMV running that, in effect, does everything you want the character to do in terms of movement until the movie is complete.

Then you get the fun job of cropping all frames to a certain area aspect and putting them to GIF format with the background being your transparency (usually I crop them with VideoMach II (BMPs) and then put them in Jasc Animation Shop 3.04, set transparency, and compile, it's usually that simple and I'll get a ZSNES ani out in 10 minutes...but sometimes it's not as easy and you're going to have to a little work). During this time you can also scrap frames you didn't want, mix and match, and then you've got yourself an ani.
Dylan
Posts: 46/1407
Does anyone know how to capture sprites in a ROM? If the emu has a screenshot keyboard shortcut, can you simply walk with your character and quickly press the key continuously? Unfortunately that method is very ineffective and alot of emus don't have screenshot support. Anyone have a better idea?
Acmlm's Board - I2 Archive - General Emulation - capturing animated sprites


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