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Old 08 March 2020, 22:11   #1
jotd
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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).

Click image for larger version

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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)
There are other assets to rip (enemies, pictures...). Will try to rip them as well.
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Old 26 April 2020, 20:48   #2
blindfold
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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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Old 26 April 2020, 21:35   #3
jotd
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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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Old 28 November 2023, 23:04   #4
hajodick
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Location: Stuttgart / Germany
Age: 56
Posts: 44
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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Old 28 November 2023, 23:19   #5
jotd
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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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