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#1 |
This cat is no more
Join Date: Dec 2004
Location: FRANCE
Age: 52
Posts: 8,436
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Ripping Jim Power
Not sure it has been done yet
Wasn't easy as the main character is a combined sprite (32 pixels wide, 16 colors). here's the python script reading from a game data (uncompressed ATOM file from offset $8800 on the disk), using ripped 16-32 palette from WinUAE (thanks WinUAE) and writing a PNG Code:
import PIL.Image palette = [(0, 0, 255), (0, 64, 32), (176, 160, 192), (112, 96, 128), (64, 48, 80), (224, 144, 80), (48, 128, 96), (112, 0, 0), (128, 192, 160), (240, 240, 240), (224, 224, 48), (176, 64, 16), (0, 0, 0), (240, 96, 240), (192, 192, 192), (240, 240, 240)] sprite_width = 16 nb_x_sprite = 2 nb_x_frames = 72 height = 54 nb_y_frames = 4 output_filename = "jim.png" with open("file_00008800_00056AD8.bin","rb") as f: contents = f.read() img = PIL.Image.new('RGB', (sprite_width * nb_x_sprite * nb_x_frames,height)) for s in range(nb_x_sprite): start_skip = 216*2*s # number of horizontal full character frame for xf in range(nb_x_frames): xf_start = xf * nb_x_sprite * sprite_width # height, interleaved (2 lines make a line with 4 colors) for y in range(0,height*2,2): # sprites are combined in 2 halves of 16 pixels for x in range(s*sprite_width,(s+1)*sprite_width,8): for i in range(8): value = 0 shift = (1<<(7-i)) for yoff_sprite in [0,1]: for yoff_interleave in [0,1]: offset = ((y+yoff_interleave + yoff_sprite*(height*2))*sprite_width + (x%16))//8 + (height*nb_y_frames*2)*(xf*2) if (shift & contents[offset + start_skip]): value |= 1<<(yoff_interleave+2*yoff_sprite) img.putpixel((xf_start+x+i,y//2),palette[value]) img.save(output_filename) |
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#2 |
Zone Friend
Join Date: Sep 2005
Location: Basement/Gdansk/Poland
Posts: 86
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Thank you!
I'm paying very rare visits to EAB since few years, but when I do, this is my favourite place to stop by, thanks to you and few more guys here (I'm not going to put any names but the entire ripping sprites/maps here is simply amazing). As for JP - I remember ~30 years ago I was playing it when it came out and at first I hated gfx, but somehow those "wooden" animations grew on me and I even finished the game. Now when I see how many frames there are I'm simply stuffed. |
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#3 |
This cat is no more
Join Date: Dec 2004
Location: FRANCE
Age: 52
Posts: 8,436
|
Yeah, seeing that it fits in a 512k amiga, with 50fps, all this parallax, the awesome music by Mr Huelsbeck, the numerous levels & bosses. Not bad at all!
We're preparing an official CD32 commercial title. Of course it's a bit difficult right now, but this will be available in the future |
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#4 |
Registered User
Join Date: Jan 2017
Location: Stuttgart / Germany
Age: 56
Posts: 44
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Still need for a complete Gfx Rip?
Is there still any need for a complete Rip?
I've done the Gfx of Level 1 + 2 / Bosses are waiting. I've got the backgrounds with all colors except the multiplexed sprites, the tiles (Level1) and the Ingame Objects done. Work is highly in progress... |
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#5 |
This cat is no more
Join Date: Dec 2004
Location: FRANCE
Age: 52
Posts: 8,436
|
not needed anymore for me, but I'm sure someone will appreciate the work. There are also sprite websites where you can contribute and upload sprites, levels, etc...
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