05 November 2008, 00:04 | #21 |
Phone Homer
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Doesnt GfxRip only output in BMP - 8 BitPlanes? So 6 becomes 8
So ive converted the pic to 6 bit RAW but once I do this I get a colour shift is there anyway GfxRip would be able to get the palette back to the same as your orginal grab this is how it looks after convertion. |
05 November 2008, 05:33 | #22 |
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I saved to clipboard and then pasted in photoshop, then saved as PNG!
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05 November 2008, 11:54 | #23 | |
Phone Homer
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Quote:
Something like an Expanded version Exl`s Fogger Edit would be perfect for Ripping and Importing Amiga Sprites. Please! could you check the below file in GFXrip and see if the original Pallete is in there - Please! If not Im out of Ideas:-( |
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05 November 2008, 15:19 | #24 |
Phone Homer
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Forget above post
Finaly Ive done it inserted a hole new background. @Viddi It probably wont be that hard to edit the existing backgrounds if you want have a play I could do a liitle guide - You only need GFXRip,PPaint and ARTPro But I havent sorted out the Packing so you get graphic glitches. |
05 November 2008, 20:28 | #25 |
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05 November 2008, 22:04 | #26 |
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Have a look theres still problems cos of the compression but ill keep trying.
First UnPack the background you want - Stick with Stage3 for now - The BackDrops in SSF2 are called STAGE_.DAT Use XFDMaster from aminet - Theres already a uncompressed STAGE3.DAT at top of page GFXRip - Windowz http://retrospec.sgn.net/download.ph.../GfxRip108.zip ArtPro - You can get a new version but this is good http://aminet.net/gfx/conv/Art-PRO090.lha PPaint - This is the version of PPaint Im using dont know if theres a difference? http://www.guildserver.co.uk/AMR/ami...1997_04_d1.zip Palatte Attachment below is the only Palette Ive done its of Stage3 - Untill I find an easyer way of doing this Start GfxRip load the uncompressed STAGE3.DAT Thanks to BippyM we already know where to look X=480 Y=200 Mode=ST BIT=6 Press P and Save this as Stage3.BMP Now we have the Ripped BackDrop. Convert the BMP to IFF I Use ART PRO ART PRO - STAGE3.BMP to> RAM: STAGE3.IFF PPAINT Change Image Format DBLNTSC : High Res Screen 480 - 200 Image 480 - 200 Colours 256 Load STAGE3.IFF and stay! in DBLNTSC - High Res Now save the Pallete Out Colour/Pallete/Save/Save Out.col Now load the in game pallete Colour/Pallete/Load/InGame.col Make the edits you want but probably stay in the pallete? Change Image Format to Colours = 64 this is now a 6 Bit Pic Pallete again Colour/Pallete/Load/SaveOut.Col Save this pic to Ram as FINAL.IFF Now use Art Pro To convert the IFF to RAW Interleaved save this strate into your SSF2 Data folder as STAGE3.DAT Now Start SSF2 when it Starts you might think its not worked this I think is because of the compression but once you begin to play you will see the new backdrop. |
05 November 2008, 22:07 | #27 |
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Thanks a lot, Boobster.
And thanks for all the efforts you put into this project. |
06 November 2008, 00:56 | #28 |
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Could you test this file I think the compression is done just unzip and drop this file in your SSF2 Data folder it should load perfectly! with no Graphic coruption.
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06 November 2008, 10:42 | #29 |
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I´ll check it out.
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06 November 2008, 10:55 | #30 |
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Yeah, brilliant.
It works perfectly!! |
06 November 2008, 12:25 | #31 |
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Okay, now I have all stages as IFF pictures.
Two questions: Do I have to adjust the palettes manually? Do I have to use DBLNTSC or can I use NTSC as well? |
06 November 2008, 13:27 | #32 |
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Im working on more ingame palettes - Ive done about 5
Once Ive done all the Palettes your be able to edit all the Stages BackDrops Each stage is set a palette - So you have to use this palette but you can definitely improve the picture within the palette for me a lot of the background look squashed this id like to improve. I dont know about DBLNTSC I just left it as this as it seemed to wotk ;-) |
06 November 2008, 14:43 | #33 |
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06 November 2008, 16:19 | #34 |
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Ive done about 8 so enjoy - I want some pics of your edited backdrops
Theres some stuff here http://www.bghq.com/bgs.php?system=s.../sf2&mode=game |
06 November 2008, 16:51 | #35 |
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You´re genial! Thanks.
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07 November 2008, 11:46 | #36 |
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Hi again.
Well, you saved the iffs as NTSC Hires, right? Okay, I opened Stage7.iff, edited it and saved it in 64 colours. But I don´t understand why and HOW I have to do the following: So, I skipped that part, converted the piccy in RAW Interleaved and saved it as STAGE7.DAT. The background seems to be there but it´s corrupt. It appears everywhere I go with the player sprite. What am I doing wrong? Last edited by viddi; 02 December 2008 at 23:24. |
07 November 2008, 11:54 | #37 |
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ARGH! Just wait a minute...I think I forgot something...
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07 November 2008, 12:12 | #38 |
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No. Still the same
Would you please be so kind and explain it again based on the attached files in post #34. Thank you so much. |
07 November 2008, 13:43 | #39 | |||||
Phone Homer
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Quote:
Quote:
Quote:
Load your SaveOut.Col - This put the picture in a palette the game understands. Quote:
*If not just Atach your edited file and ill have a look Last edited by Retro1234; 07 November 2008 at 13:53. |
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07 November 2008, 13:53 | #40 | |
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Quote:
Mhh...so I can use the Stage7.IFF from post 34? I´m not sure about it because it already has the right palette. But I think it should work because you said the gfx errors have something to do with the compression. So, how to compress it right? The attached file only has some minor cleanups (floor / goddess)! |
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