19 February 2016, 08:48 | #1 |
Registered User
Join Date: Dec 2013
Location: Auckland
Posts: 3,561
|
Wonderboy in Monster Land [Help wanted]
This is for a sprite replacement project, I don't need to rip the graphics per se but rather I need to understand how they're stored so I can replace them. Unfortunately I haven't had any luck so far
This is about the best I've managed to do: (I know it does some wonky stuff due to being a straight ST Port, for instance the palette bytes are all stored as 7 value Atari ST RGB values and loaded - then doubled - whenever the palette changes) Any help would be much appreciated! |
19 February 2016, 10:40 | #2 |
Phone Homer
Join Date: Jun 2006
Location: 5150
Posts: 5,886
|
I suck at ripping but mode probably not ilbm? probably ST - another way grab sprite with ARIII convert to RAW work out format and file size.
best to attwch the uncompressed WinUae savestate for one of the ripping guys. |
19 February 2016, 10:43 | #3 |
Registered User
Join Date: Dec 2013
Location: Auckland
Posts: 3,561
|
It might be ST mode, I did almost manage to line things up in ST mode but couldn't quite manage it.
It's not getting the sprites that I'm really interested in, it's working out how they're stored in the first place so I can overwrite them in the disk image. |
19 February 2016, 10:47 | #4 |
Phone Homer
Join Date: Jun 2006
Location: 5150
Posts: 5,886
|
Best attach Uncompressed WinUae state - my guess mode ST and change offset
|
19 February 2016, 11:11 | #5 |
CaptainM68K-SPS France
|
the graphics are either ST or Chunky......
|
19 February 2016, 11:11 | #6 |
CaptainM68K-SPS France
|
please zone your memory save
|
19 February 2016, 11:26 | #7 |
Phone Homer
Join Date: Jun 2006
Location: 5150
Posts: 5,886
|
I think your settings Amiga ILBM are correct I have managed to line up some sprites.
:Shame MapTapper doesnt have search sprite like it does search Map cough cough Codetapper Ive attached WinUae savestate hope thats ok earok Last edited by Retro1234; 19 February 2016 at 11:52. |
19 February 2016, 11:54 | #8 |
2 contact me: email only!
Join Date: May 2001
Location: Auckland / New Zealand
Posts: 3,188
|
The width and height vary for each object, but most are 32 pixels wide. The graphics are ILBM, mask before each object, and that's about it. I ripped a few for you. In your savestate, they start at $35D1A.
Later on some other graphics are stored in ST mode, mask before graphics, 32 pixels etc. Mainly enemy monsters, a gorilla, guy with a sword etc Last edited by Codetapper; 19 February 2016 at 12:05. |
19 February 2016, 11:56 | #9 |
CaptainM68K-SPS France
|
ok guys, i have found how to get the sprites right. It's Amiga ILBM 32 large 160 height, 4 bitplanes, and mask after graphics must be ticked.
Last edited by dlfrsilver; 19 February 2016 at 12:19. |
19 February 2016, 12:07 | #10 |
Phone Homer
Join Date: Jun 2006
Location: 5150
Posts: 5,886
|
Well Done CodeTapper - is there anyway you could have a search feature.
After looking at the Disk image more closely I couldNT match them up easily but it be easy to tell now youve got the sprites as Im sure you know Last edited by Retro1234; 19 February 2016 at 12:14. |
19 February 2016, 12:16 | #11 |
Phone Homer
Join Date: Jun 2006
Location: 5150
Posts: 5,886
|
I dont think they are packed I changed width to 16 and there they are
|
19 February 2016, 12:20 | #12 |
Registered User
Join Date: Dec 2013
Location: Auckland
Posts: 3,561
|
Thanks guys, you all rock! Kudos dlfrsilver, codetapper and booboo!
So uh, here's the hard part - it looks like in the disk image they're stored in Atari ST format. Not too surprisingly, and probably still possible to replace the sprites - I just need to be careful with the palettes. Edit: On Atari ST mode, five bitplanes, no mask. |
19 February 2016, 13:02 | #13 |
Phone Homer
Join Date: Jun 2006
Location: 5150
Posts: 5,886
|
Have you got the address for the Palette on the Disk image I known its at !700 on the savestate.
|
19 February 2016, 13:07 | #14 | |
Registered User
Join Date: Dec 2013
Location: Auckland
Posts: 3,561
|
Quote:
- they're atari st palette format, so the values need to be doubled for Amiga - there's about six different palettes. They share most colours but have some differences, I think they're for different environments or inside shops etc. Edit: from memory I think the palette section starts with 0000 0333 or 0000 0444 or similar |
|
19 February 2016, 13:37 | #15 |
CaptainM68K-SPS France
|
so the amiga performs on the fly conversion of the ST graphics. Utter shit
|
19 February 2016, 14:35 | #16 | |
Phone Homer
Join Date: Jun 2006
Location: 5150
Posts: 5,886
|
Quote:
|
|
20 February 2016, 06:00 | #17 |
Registered User
Join Date: Dec 2013
Location: Auckland
Posts: 3,561
|
Looks like there's a lot of art in the disk image that was cut from the final game. Like so:
Mecha Dragon is the second state of the final boss in the other versions, but doesn't (AFAIK) make an appearance in the Amiga version at all. What's more, there appear to be frames of the regular dragon boss that aren't used (lunging / damage, it looks like he isn't animated at all in the final game). |
Currently Active Users Viewing This Thread: 1 (0 members and 1 guests) | |
Thread Tools | |
Similar Threads | ||||
Thread | Thread Starter | Forum | Replies | Last Post |
Wonderboy in Monster Land SE | earok | project.Amiga Game Factory | 120 | 26 August 2018 01:43 |
WonderBoy in Monsterland | 1time | project.WHDLoad | 30 | 01 March 2013 01:05 |
Astar Land in Flames - Astar Land in Flammen | Beawolf | request.Old Rare Games | 0 | 27 November 2010 13:44 |
Wanted No Buddies Land trained adf | Abaddon | request.Old Rare Games | 3 | 16 May 2010 21:47 |
Super WonderBoy In Monsterland | -Rob- | support.Games | 10 | 09 May 2006 20:32 |
|
|