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Old 10 September 2019, 22:56   #1
Eleas
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Ripping from The Immortal

Hey everyone.

So I wanted to have a go at ripping sprites. I've always had a soft spot for The Immortal. This was the second game I bought with my own money, and while the game does have its share of design flaws, I still think it's evocative and graphically stunning -- especially for a 16-color game without (as far as I can tell) leveraging any Amiga tricks whatsoever. I decided to try and rip it.

Background tiles are going well so far. They're 4 bitplanes sized 64x32 and in ACBM. I can't seem to get a handle on the other graphics -- the animations, the panels, the font, the inventory images: I see a lot of repeated data of the appropriate size, but try as I might, I just can't bring it into focus.

What am I missing here? If we look at address $259CE in the supplied .uss, bitplane width 8x32 @ 4 bitplanes, we can see what looks like the main character and some kind of mask. How do I get rid of the mask?
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Last edited by Eleas; 11 September 2019 at 22:45.
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Old 11 September 2019, 00:30   #2
Cherno
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I couldn't do it either. Alas, Spriter's Resource at least has some of the Genesis sprites.
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Old 11 September 2019, 11:57   #3
Eleas
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Yeah, those are the bigger combat sprites (not sure they're actually sprites, mind you) that weren't included on the Amiga. A remake would, of course, preferably include them.

I'm not saying maptapper is the only way forward. I'd much prefer to do it programmatically though, since it's probably the best way to snag a complete representation of the data. The alternative is to use different software (dubious), to write my own utility (educational, tempting, but also time-consuming), or to simply run WinUAE in slow mode, with lots of screen caps (workable but time consuming, and runs the risk of overlooking certain sprites).

Then again, for completeness' sake, one would have to get ahold of a Megadrive emulator anyway, just to get the Megadrive-only sprites (apparently, Gens supports slowdown).
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Old 11 September 2019, 14:21   #4
clenched
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Thanks to the Eleas tile info we at least have level maps.
http://hol.abime.net/2615/gamemap
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Old 11 September 2019, 20:37   #5
Eleas
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Quote:
Originally Posted by clenched View Post
Thanks to the Eleas tile info we at least have level maps.
http://hol.abime.net/2615/gamemap
Hey hey, nicely done.
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Old 13 September 2019, 11:48   #6
Eleas
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That's interesting. I tried to rip the maps using Maptapper. It didn't find a match. How did you do it, clenched?
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Old 13 September 2019, 17:50   #7
clenched
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You know how to get tiles so skip that. Look for a room with the fewest animated areas. A room with two unlit torches is selected. Unfortunately the tiles are huge compared to the small play area. So it is hard to capture a large enough sample of tiles in one go for the map search to work.

Moreover the hero is always near the center and blocks capturing a larger area. My solution was to make composite captures while walking hero around. Subsequent captures must include area hero just left to erase him.

Three captures were enough for 3^2 tile match sufficient for Maptapper to find map.

In Map Ripper load via drop down box or by hand the Jackpot! data. That's it.
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