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#261 |
Registered User
Join Date: Mar 2005
Location: Siegen / Germany
Age: 45
Posts: 34
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Hello !
What about creating a mailing list special for this GFX ripping. I have a server, i can create a Mailman Mailinglist. Then people can send their rips to the list, other people can look at them and if they are correct i will add them to the ASRP Directory. Would this be a good idea ? I can make it a members only posting mailing list, so there should be no Spammer Problem. |
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#262 |
Space for rent
Join Date: Feb 2004
Location: Germany
Age: 44
Posts: 102
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Dunno if i get OT now but is it somehow possible with this tool to make complete level maps like this one: http://www.nemmelheim.de/turrican/files/t3maps/4-1.jpg.
If not, how are these maps made? |
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#263 |
Registered User
Join Date: Mar 2005
Location: Siegen / Germany
Age: 45
Posts: 34
|
Hello !
Just make screenshots during gameplay and then arrange them using for example Photoshop or GIMP pref. using Layers on a big picture. |
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#264 |
Registered User
Join Date: Mar 2005
Location: Siegen / Germany
Age: 45
Posts: 34
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I created a mailing list special for sprite and level rippings.
So if you are interested in that thing please subscribe to http://lists.syntheticsw.com/mailman/listinfo/asrp |
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#265 |
Registered User
Join Date: Mar 2005
Location: Siegen / Germany
Age: 45
Posts: 34
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Next week i will begin creating a website for ASRP.
If anybody has a nice logo, please send it to the mailinglist. |
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#266 |
Registered User
Join Date: Jun 2002
Location: .
Age: 48
Posts: 5,562
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i've worked a while with the tool to rip but i couldnt get out much from it; on xenon 2 i figured out the sprites but not the exact dimension of them; i want to try again on my own, but can someone try and give me some tips about the settings used? also i would like to know if it is possible to rip from eye of the beholder; thanks
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#267 | |
Zone Friend
Join Date: Mar 2002
Location: Rugia Island/Germany
Age: 54
Posts: 70
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Quote:
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#268 |
Retro Freak
Join Date: Nov 2001
Location: Slovenia
Age: 51
Posts: 1,705
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Marco - you have some links to tutorials earlier in this thread. They show very nicely how things are done !
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#269 |
Registered User
Join Date: Jun 2002
Location: .
Age: 48
Posts: 5,562
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ok thanks tomcat, i read them at first but i think that i have should actually do first things first and follow them instead of improvvisate
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#270 |
Registered User
Join Date: Mar 2005
Location: Siegen / Germany
Age: 45
Posts: 34
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@MarlboroMan:
I made something like this, okay it is not finished, but i am working on it: http://www.syntheticsw.com/~wizard/tmp/MT/ I used DGen to play MegaTurrican and captured screen by screen during play. Okay before capturing i switched the sprite layer off. http://www.syntheticsw.com/~wizard/tmp/MT/Fertig_9.png |
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#271 |
Registered User
Join Date: Mar 2005
Location: Siegen / Germany
Age: 45
Posts: 34
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When there is a big picture from the Level,
i run my programm over it that compares the Picture Tiles with my Tileset and inserts the Tile Numbers in my Map File. That way, with the big picture, the tileset from that level and my programm i can construct the original level without enemys and load it in Mappy or TileStudio or whatever you want. |
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#272 |
Registered User
Join Date: Mar 2005
Location: Siegen / Germany
Age: 45
Posts: 34
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I am thinking about coding a LevelRipper,
the very same way as GFX Ripper works. It should display for every byte from the USS file, a Tile from the TileSet. It should be able to skip bytes at a regular base, for example when a Game uses data structures like this: TileNr,Infobyte1,Infobyte2,TileNr, Infobyte1,Infobyte2,TileNr ... Then you would have to look at things on the screen that looks like parts of the original level. |
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#273 |
Registered User
Join Date: Mar 2005
Location: Siegen / Germany
Age: 45
Posts: 34
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How to rip the Sprites from Turrican 1 AMIGA ?
Ripping the Map Tiles is easy with GfxRip. But how to rip the Sprites from Turrican 1 AMIGA ? |
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#274 |
Zone Friend
Join Date: Jan 2005
Location: italy
Age: 47
Posts: 244
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ummm i have a litle idea
![]() ive decrunched the map file of superfrog, i'll post in the zone so u (syntheticsw) can look into the format of he map is similar to the aien bred map. i'm not be able to understand more of it, perhaps someone oout there can rebuild the level with this map |
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#275 |
Moderator
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@syntheticsw
easy SP mode...really easier than those that are in Turrican 2 in Part one they have a constant height...in Part two not... try to find this out.... ![]() |
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#276 |
Zone Friend
Join Date: Jan 2005
Location: italy
Age: 47
Posts: 244
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yep x_to, but i'm not talking about sprite or gfx, i want use the map file to recreate the whole level bmp (and i'm not able
![]() (not able to write english too ehehehehehehehe ) |
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#277 |
Registered User
Join Date: Mar 2005
Location: Siegen / Germany
Age: 45
Posts: 34
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Why not talking about this on the Mailinglist ?
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#278 |
Global Moderator
Join Date: Nov 2001
Location: Derby, UK
Age: 48
Posts: 9,355
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cuz it's easier here and reaches a wider audience!
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#279 | |
Registered User
Join Date: Mar 2005
Location: Siegen / Germany
Age: 45
Posts: 34
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Quote:
The thing is i created this Mailinglist esp. for this Sprite/Map/Ripping stuff. I am also working on a Webpage for the ASRP :-) |
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#280 | |
Registered User
Join Date: Mar 2005
Location: Siegen / Germany
Age: 45
Posts: 34
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Quote:
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