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Acmlm's Board - I2 Archive - General Emulation - PSX Images - Something I'm not quite understanding | | | |
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xZeaLitYx Cheep-cheep Level: 23 Posts: 95/199 EXP: 66932 For next: 791 Since: 04-13-04 Since last post: 1 day Last activity: 3 hours |
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Right now, I'm extracting the Gallery art from Chrono Trigger's Extras menu in Final Fantasy Chronicles. However, I noticed something. This is Crono's image in PSicture. I'm not aware how to make it display correctly at this time. This is the pic in the game, 640x480 window, ePSXe 6. Just a printscreen. Now, that looks scrunched. Would ePSXe automatically do that somehow, and can it be fixed? Optimally, how can I resurrect the picture in PSicture correctly instead? And this is how I know it's not tall enough: http://www.herograw.com/ocremix/Black/officialCTart/CSscans/crono2.jpg I'm doing this so I can save .png versus CS's lossy jpegs. Also, if PSicture is correct, how in the world did CS expand that picture to get their version? Resizing and resampling don't do it for me. |
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labmaster Blue Octorok Level: 12 Posts: 32/43 EXP: 6135 For next: 1786 Since: 07-17-04 From: New Zealand! Since last post: 10 days Last activity: 2 min. |
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I'm not familiar with the whole PSX gag, but this is basically what appears to be happening: The picture is comprised of tiles - on most platforms, this is known as 'Text' display modes. PSicture is basically reading in the tiles and displaying them, with a certain number of tiles per row until it skips down to the next row. If the number of tiles per row were the same as in the game, it would appear the same - but it looks like it's a couple of tiles too short. Don't ask me how to fix it, I don't have a clue |
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Prier Archangel Administrative Priestess. NUCLEAR SUB WEEEOOOO Level: 119 Posts: 5580/8392 EXP: 18790939 For next: 138352 Since: 03-15-04 From: Nerima Dist. - Tokyo, Japan Since last post: 1 day Last activity: 1 day |
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The TIM files should work fine in something like PSMPlay. That looks like you had a bad case of uncompressing. | |||
HyperLamer <||bass> and this was the soloution i thought of that was guarinteed to piss off the greatest amount of people Sesshomaru Tamaranian Level: 118 Posts: 3842/8210 EXP: 18171887 For next: 211027 Since: 03-15-04 From: Canada, w00t! LOL FAD Since last post: 2 hours Last activity: 2 hours |
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Labmaster seems to have the right idea. It looks like you have the wrong number of horizontal tiles/pixels. Adjust the image width a bit (try subtracting 1) and it should look better. | |||
interdpth Rex Level: 36 Posts: 415/527 EXP: 294398 For next: 13712 Since: 03-20-04 Since last post: 10 days Last activity: 31 days |
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Meh looks more like they use a table to load the image. Kind of like a level how it is arranged. | |||
Kyoufu Kawa I'm not bad. I'm just drawn that way. Level: 70 Posts: 1358/2481 EXP: 3008456 For next: 7355 Since: 03-19-04 From: Catgirl Central Since last post: 14 hours Last activity: 13 hours |
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No Matt, that's most definately a tileset that's too short. I see it all the time lately. | |||
Surlent サーレント Level: 49 Posts: 805/1077 EXP: 863920 For next: 19963 Since: 03-15-04 From: Tower of Lezard Valeth Since last post: 16 hours Last activity: 1 hour |
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Nice tool indeed. I wonder why PSicture is capable of rendering the images correctly, while ordinary tile editors like Tile Layer Pro use the default pallettes. Is that due to the plugins or the PSX format graphics are stored ? By the way: I tried that tool with Valkyrie Profile. It only shows eight files on both CDs (probably compressed), with a minimal amount of graphics, like a symbol from Lezard Valeth's Tower which I recognized immediately Since I have no clue how to decompress graphic, the question. Is there an emulator for PSX, which allows to disable all background layers but all sprites ? For comparison take ZSNES with all its disabling features, making ripping more than easy. I'm trying to get some of the very neat sprites, but am stuck due to the background when I want to do the animations, often "killing" the nice sprites using the battle backgrounds |
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xZeaLitYx Cheep-cheep Level: 23 Posts: 96/199 EXP: 66932 For next: 791 Since: 04-13-04 Since last post: 1 day Last activity: 3 hours |
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I pieced the garbled image together, and it checks out with the emulated version. I'm wondering still how Chronoshock did theirs; I played in Irfanview and found that they did take the original PSX version and simply made it 511 x 800 pixels. How they arrived at this ratio and how they managed to make the image look like it was ripped straight is beyond me. Theirs is perfect; mine is pixelated looking when I resize. Resampling and playing effects does provide nice examples, but none match the quality of theirs. They must have done some ingenious photoshopping or something. | |||
HyperLamer <||bass> and this was the soloution i thought of that was guarinteed to piss off the greatest amount of people Sesshomaru Tamaranian Level: 118 Posts: 3894/8210 EXP: 18171887 For next: 211027 Since: 03-15-04 From: Canada, w00t! LOL FAD Since last post: 2 hours Last activity: 2 hours |
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OK, watch this. We take the image you posted: Then, we increase its vertical size by one pixel. (Note that this is done by modifying the header in a hex editor, not by using a graphic editor, because an editor would add pixels to compensate.) Exact same effect. Of course since this is a .PNG image instead of whatever format that is, it causes some colour problems and doesn't look exactly the same, but you can see how it has the same problem as the 'broken' image. |
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