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#61 |
Global Moderator
Join Date: Nov 2001
Location: Derby, UK
Age: 48
Posts: 9,355
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did you say you have 1.02? I have 1.01 and wandered what improvements/bug fixes there are?
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#62 |
Retro Freak
Join Date: Nov 2001
Location: Slovenia
Age: 51
Posts: 1,708
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Nope, I tought I did... but infact 1.01 is the latest one.
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#63 |
Global Moderator
Join Date: Nov 2001
Location: Derby, UK
Age: 48
Posts: 9,355
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I have been playing and have just about got the hang of it
![]() What would be a really cool feature was if you could change the ripped sprites and put them back in ![]() obviously offsets, sizes, pallettes etc need to be known/remain the same, but it would be a really, really cool feature ![]() edit: oh and a ZOOM function, it gets hard aligning a 32x32 image on a 1024x768 desktop ![]() |
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#64 |
Retro Freak
Join Date: Nov 2001
Location: Slovenia
Age: 51
Posts: 1,708
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Well, I can't promise anything since the program was a REALLY fast hack, put together in about 3 hours (yes) - for the sole purpose of getting correct sprites out of some games for remakes. It has evolved a bit from there - when I gave it to some other people to do the same and those games had some other way of ripping sprites. It basically does what I want it to... the zoom function and putting sprites back in will prolly never make it to the program, since it would be WAY too much work - to do that the whole program would need changing.
I will probably release the source code when I get back to work (I am still sick ![]() |
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#65 |
Global Moderator
Join Date: Nov 2001
Location: Derby, UK
Age: 48
Posts: 9,355
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How do these things work?
I might attempt an Amiga version as it would be better as it's use proper bitplanes etc.. ![]() |
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#66 |
Retro Freak
Join Date: Nov 2001
Location: Slovenia
Age: 51
Posts: 1,708
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Hmm, what do you mean by "how these things work" ?
The code is pure c ... only a few things like the dialogs for file requestor and the save requestor are used from one of the allegro gui libraries. It is basically straight-forward stuff, to draw things on the screen it used put_pixel(bitmap, x, y)... |
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#67 |
Global Moderator
Join Date: Nov 2001
Location: Derby, UK
Age: 48
Posts: 9,355
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What I mean is, how do you decide what to draw? each pixel is obviously 1 byte, well a byte can be from 0-255 (-127-128) etc.. do you just plonk it down and allow the colour to change when increasing the depth?
Also how do you get the pallette info? what do you look for? |
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#68 |
Retro Freak
Join Date: Nov 2001
Location: Slovenia
Age: 51
Posts: 1,708
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Well, the thing is... one pixel is not one byte... well atleast not on the amiga. It is on the PC in chunky 256 colour mode. On the amiga each pixel is gathered from several bitplanes, each bitplane contributes one bit for each pixel. If there are 4 bitplanes then first pixel has 4 bits and is made from bit 7 of each of the bitplanes, and so on.... this is called "planar" mode and it is not in use on modern graphics cards, because of low speed needed to write one pixel on to the bitmap (this is what 3d games made). The planar modes are much better to manipulate for scrolling, blitter and such things, which are basically redundant for todays games.
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#69 |
Posts: n/a
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I try to scan Superfrog graphics... It's really hard.
I see some graphic in 320*200 (2 colors) but after I cannot combine them to obtain color. |
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#70 |
Posts: n/a
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Still no one who could rip Turrican 2 gfx tiles?
Or could someone port that to Amiga please? tomcat666 sent me sources, but i was unable to do anything. I don't have any knowledge about coding aswell :P |
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#71 |
Zone Friend
Join Date: Jan 2005
Location: italy
Age: 47
Posts: 244
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anyone can put the gfx ripper again in the zone ? i've missed it
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#72 |
Banned
Join Date: Oct 2004
Location: ...
Age: 46
Posts: 3,313
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There are SO many sites out there with ripped graphics from ALL systems, except the amiga. One of the reasons for this is that most nes, snes etc emulators has built in sprite rippers, like removing different layers making only the player appear on screen, all, except WinUAE. If winuae had a built in layer controller, we could rip sprites with ease.
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#73 |
Zone Friend
Join Date: Jan 2005
Location: italy
Age: 47
Posts: 244
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yes, it's true, but tomcat 666 have realized a bmp rip tool for the winuae save state ^_^ and it work 1 year ago
but in the zone i can't find it, so if anyone has it can share it ? (sorry for my poor english) |
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#74 |
Zone Friend
Join Date: Jan 2005
Location: italy
Age: 47
Posts: 244
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check this tread :P http://eab.abime.net/showthread.php?...=sprite+ripper
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#75 | |
Registered User
Join Date: May 2001
Location: ?
Posts: 19,665
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Quote:
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#76 |
Zone Friend
Join Date: Jan 2005
Location: italy
Age: 47
Posts: 244
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yes akira , the amiga hardware is much more complicated and the programmer is free to use all the chip memory for the gfx , this is why i search the tool of tomcat666 ^_^
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#77 |
Zone Friend
Join Date: Jan 2005
Location: italy
Age: 47
Posts: 244
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but the tomcat666's post was old
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#78 |
Global Moderator
Join Date: Nov 2001
Location: Derby, UK
Age: 48
Posts: 9,355
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It's in the Zone
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#79 |
Retro Freak
Join Date: Nov 2001
Location: Slovenia
Age: 51
Posts: 1,708
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The Graphics ripper is always online now since it has its own home:
http://retrospec.sgn.net/ Click on Utilities and then Graphics ripper Tomaz |
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#80 | |
Banned
Join Date: Oct 2004
Location: ...
Age: 46
Posts: 3,313
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Quote:
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