Post by LostInGeneral on Apr 10, 2005 0:19:10 GMT -5
Since a lot of these topics seem to just be demanding ripped stuffings from Dragon Ball Z games, I thought I'd post a little guide to ripping from somebody who knows a lot about it... though, I guess I should, since that's sort of what I'm doing around here.
So, I'll just give you ripping information in sections. These will be divided depending on the type of media you're ripping. Some of these methods I use, some I don't, but they all work for your needs. This particular guide's exclusive to these boards; so you... guide pirates just get your grubby hands off it, and ask my freakin' permission!
Now then, the guide. Method One is what I use, Method Two is the more commonly used one. If there's only one method, it's kind of both.
TABLE OF CONTENTS
I. Sprites
- SNES
- GBA
II. Chipsets
- SNES
- GBA
III. Music
IV. Misc.
I. SPRITES
Obviously, the most important material you'll need to rip. Not especially hard to rip, but can get a little tedious at times... I have my own method, but there is a more common method for these. I'll give you both.
FROM SNES GAMES
This shouldn't be too hard. First, you *should* know that almost every sprite supports layer toggle switches and screenshots. You'll be needing both of these for the first method, and just screenshot support for the second. If you can't execute the screenshot, push the PrtScrn (Print Screen) button on your keyboard to copy the entire screen onto the clipboard. I'll get to this later on.
Method One: This is the one I use. I'll use ZSNES for my example, since it is the emulator I am most familiar with, and, in my opinion, the best for ripping.
First, open your game into the emulator. It can be any game you want. Next, find the point in the game where you can find the sprite you want. If it's part of a moving sprite, assign a slowdown key under Misc>Gamekeys and hold it down to slow the game down, making it easier to seperate the seperate frames of the sprite. (Alt. - assign two framerate adjustments in the same window. Hit the one assigned to MINUS to lower the framerate. In this case, you won't have to hold the key down) If it's part of a moving sprite, make sure that you save a state before hand (hit down F2 to save) so you can load it (F4 to load) and go back to before it starts in case you miss a frame.
Now then, hit the keys to disable layers 1-4 (defaultedly, the keys 1, 2, 3 and 4) leaving only the Sprite layer; this is what you want. You'll usually see a few sprites (usually characters in the game) against a backdrop of a single color, usually black. Pause the game (WITH the emulator) and take a screenshot. The key for ZSNES is F1 (this also opens a menu with the screenshot function right on it) Repeat this for as many sprites as you require.
Open this up in your emulator folder with MSPaint (or something of the sort) Now, use the Select tool to select your sprite(s) and his CTRL+X to cut them out. Delete the rest of the screenshot, and resize the picture file to whatever size you want. Then, paste the sprite. Repeat this as many times as necessary. It's a good idea to put all the cut-out sprites into the same bitmap for easier organization.
Once you've got that done, it's all easy. You can format it however you like; you'll have to often resize it for it to correctly work with RPG Maker 2000/2003. There's other tutorials for that, though.
Method Two: The more common method. Just requires a little more effort. Do the same as above, but instead of cutting out the four layers, just take a screenshot. You'll have to edit it in Paint again, but in this case, you'll have to manually edit out the background. You can do this by simply filling in the color you want in place of the background (with, for example, the classic RM2K3 green)
I very much prefer the first method... less editing, more sprite-ripping. Now, onto GBA.
FROM GBA GAMES
Either easier or more difficult depending on your view. Here's how you go about it:
Method One: Yes, this is a less commonly used one. A lot of people aren't even aware this exists. But I find it works way better, and I use it 99% of the time I'm ripping GBA sprites. So, use VisualBoy Advance for this... it's the emulator to use. That's enough said.
So open up your game, get to the sprite you want, save a state before hand, particularly if it's motion based (which they usually are) Go up into Tools>OAM Viewer (Object Allocation Map Viewer) and check "Automatic Update". Make sure to keep this window open.
Now, click on the little arrow bar until you find the sprite you're trying to rip (take note, this will change depending on the positions of your sprites as they change) When you see the sprite (or part of an animated sprite) that you want in the preview beside the sprite number (or on the game screen) quickly click on the OAM Window to pause the game, freezing the sprite. Uncheck Automatic Update and click save. Save the sprite into wherever, and then check Automatic Update again and keep going. Once you have all the sprites you want (this can take quite a few reloads) open all the sprites in Paint and compile them and format them however you want in a new bitmap image.
And that's that. Easy, right? It might take some practice, but it's a very useful method. The secret's out; my long-protected method is gone
Method Two: The tried and true method. Just take a screenshot with the sprite you want in it and edit out the background in Paint, in the same fashion I mentioned under the SNES section. Then, cut it out and put into a larger Bitmap. Format it however you want.
And that's it. A little shorter, I suppose. Maybe my fingers are just getting tired
- - - - - - - - - - - - - - - - -
That'll do it for sprites. I'm going to sticky this, so you can always treasure it. Forever and ever.
I'll put up chipsets soon...they're easier to do than sprites, so it won't take me long to do. Make good use of this, and you'll burn in the burning and wretched depths of Wisconsin should you put it somewhere without asking me beforehand.
So, I'll just give you ripping information in sections. These will be divided depending on the type of media you're ripping. Some of these methods I use, some I don't, but they all work for your needs. This particular guide's exclusive to these boards; so you... guide pirates just get your grubby hands off it, and ask my freakin' permission!
Now then, the guide. Method One is what I use, Method Two is the more commonly used one. If there's only one method, it's kind of both.
TABLE OF CONTENTS
I. Sprites
- SNES
- GBA
II. Chipsets
- SNES
- GBA
III. Music
IV. Misc.
I. SPRITES
Obviously, the most important material you'll need to rip. Not especially hard to rip, but can get a little tedious at times... I have my own method, but there is a more common method for these. I'll give you both.
FROM SNES GAMES
This shouldn't be too hard. First, you *should* know that almost every sprite supports layer toggle switches and screenshots. You'll be needing both of these for the first method, and just screenshot support for the second. If you can't execute the screenshot, push the PrtScrn (Print Screen) button on your keyboard to copy the entire screen onto the clipboard. I'll get to this later on.
Method One: This is the one I use. I'll use ZSNES for my example, since it is the emulator I am most familiar with, and, in my opinion, the best for ripping.
First, open your game into the emulator. It can be any game you want. Next, find the point in the game where you can find the sprite you want. If it's part of a moving sprite, assign a slowdown key under Misc>Gamekeys and hold it down to slow the game down, making it easier to seperate the seperate frames of the sprite. (Alt. - assign two framerate adjustments in the same window. Hit the one assigned to MINUS to lower the framerate. In this case, you won't have to hold the key down) If it's part of a moving sprite, make sure that you save a state before hand (hit down F2 to save) so you can load it (F4 to load) and go back to before it starts in case you miss a frame.
Now then, hit the keys to disable layers 1-4 (defaultedly, the keys 1, 2, 3 and 4) leaving only the Sprite layer; this is what you want. You'll usually see a few sprites (usually characters in the game) against a backdrop of a single color, usually black. Pause the game (WITH the emulator) and take a screenshot. The key for ZSNES is F1 (this also opens a menu with the screenshot function right on it) Repeat this for as many sprites as you require.
Open this up in your emulator folder with MSPaint (or something of the sort) Now, use the Select tool to select your sprite(s) and his CTRL+X to cut them out. Delete the rest of the screenshot, and resize the picture file to whatever size you want. Then, paste the sprite. Repeat this as many times as necessary. It's a good idea to put all the cut-out sprites into the same bitmap for easier organization.
Once you've got that done, it's all easy. You can format it however you like; you'll have to often resize it for it to correctly work with RPG Maker 2000/2003. There's other tutorials for that, though.
Method Two: The more common method. Just requires a little more effort. Do the same as above, but instead of cutting out the four layers, just take a screenshot. You'll have to edit it in Paint again, but in this case, you'll have to manually edit out the background. You can do this by simply filling in the color you want in place of the background (with, for example, the classic RM2K3 green)
I very much prefer the first method... less editing, more sprite-ripping. Now, onto GBA.
FROM GBA GAMES
Either easier or more difficult depending on your view. Here's how you go about it:
Method One: Yes, this is a less commonly used one. A lot of people aren't even aware this exists. But I find it works way better, and I use it 99% of the time I'm ripping GBA sprites. So, use VisualBoy Advance for this... it's the emulator to use. That's enough said.
So open up your game, get to the sprite you want, save a state before hand, particularly if it's motion based (which they usually are) Go up into Tools>OAM Viewer (Object Allocation Map Viewer) and check "Automatic Update". Make sure to keep this window open.
Now, click on the little arrow bar until you find the sprite you're trying to rip (take note, this will change depending on the positions of your sprites as they change) When you see the sprite (or part of an animated sprite) that you want in the preview beside the sprite number (or on the game screen) quickly click on the OAM Window to pause the game, freezing the sprite. Uncheck Automatic Update and click save. Save the sprite into wherever, and then check Automatic Update again and keep going. Once you have all the sprites you want (this can take quite a few reloads) open all the sprites in Paint and compile them and format them however you want in a new bitmap image.
And that's that. Easy, right? It might take some practice, but it's a very useful method. The secret's out; my long-protected method is gone
Method Two: The tried and true method. Just take a screenshot with the sprite you want in it and edit out the background in Paint, in the same fashion I mentioned under the SNES section. Then, cut it out and put into a larger Bitmap. Format it however you want.
And that's it. A little shorter, I suppose. Maybe my fingers are just getting tired
- - - - - - - - - - - - - - - - -
That'll do it for sprites. I'm going to sticky this, so you can always treasure it. Forever and ever.
I'll put up chipsets soon...they're easier to do than sprites, so it won't take me long to do. Make good use of this, and you'll burn in the burning and wretched depths of Wisconsin should you put it somewhere without asking me beforehand.