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[In Progress] KOF2002UM / KOF98UM memory labeled sprites. (Read 7115 times)

Started by Vans, February 10, 2017, 01:05:48 am
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[In Progress] KOF2002UM / KOF98UM memory labeled sprites.
#1  February 10, 2017, 01:05:48 am
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I can rip every single sprite set easily, I don't have time to clean it.

Release it uncleaned? pls advice.

If anyone is willing to clean them, my only condition is that the filenames are preserved.

These rips preserve the memory labels given to the sprites by the engine, this allows you to track down a sprite and build animations very easily by following the memory. These rips are preservation-level and are uncropped.

Last Edit: February 11, 2017, 10:50:43 am by Vans
Re: [HELP / POLL?] KOF2002UM / KOF98UM memory labeled sprites.
#2  February 10, 2017, 02:40:43 am
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Is that all that will be in the background? Does the bg animate? Any idea if any colors will be shared with the bg?
Re: [HELP / POLL?] KOF2002UM / KOF98UM memory labeled sprites.
#3  February 10, 2017, 02:43:44 am
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The background is completely static. I can get rid of the life / guard meter as well.

I ripped 2 or 3 spritesets with this setup many years ago and had no issues. As far as I know, this background should be OK unless an exceptional case arises.

If it were to happen, we can modify the palette until it works if need be.

Re: [HELP / POLL?] KOF2002UM / KOF98UM memory labeled sprites.
#4  February 10, 2017, 02:47:57 am
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Sweet. I can clean them then. To speed the process can you also get a shot of the bg with absolutely no character sprites? Then I can make a PS batch file and apply it to all sprites.
Re: [HELP / POLL?] KOF2002UM / KOF98UM memory labeled sprites.
#5  February 10, 2017, 03:15:44 am
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Actually yes! I can! The only problem is that I would have to take one of those screenshots per set.

Edit: Like this
Re: [HELP / POLL?] KOF2002UM / KOF98UM memory labeled sprites.
#6  February 10, 2017, 03:24:19 am
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I just needed the one. That's perfect! You don't have to worry about removing those bars at top either unless some sprites can reach them.
Re: [HELP / POLL?] KOF2002UM / KOF98UM memory labeled sprites.
#7  February 10, 2017, 03:27:52 am
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Excellent! I'm just going to run a couple of tests first and begin ripping.

I'm trying to see if it's possible to preserve the palette information so they don't have to be indexed again.

N.

Re: [HELP / POLL?] KOF2002UM / KOF98UM memory labeled sprites.
#8  February 10, 2017, 06:29:18 am
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I don't know if this'll work or not, but give it a try.  Otherwise, I'll tell you what to search for to hide the sky, and recolor the BG (and the bars, once I find something that lets me turn the lifebars on/off at will.  What I found has to be left on during character intros).
1 Last Updated: 4/19/23
2 Last Updated: 1/16/21
3 Last Updated: 04/20/23
4 Last Updated: 7/16/17
Re: [HELP / POLL?] KOF2002UM / KOF98UM memory labeled sprites.
#9  February 10, 2017, 09:02:17 am
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I'll try that, I'm using the ps2 version by the way.

The lifebars I already disabled, what you see is the "meter" inside them. I only have to null out the life and stun values to remove the remaining pieces.

The only thing I was unable to manipulate was the sky, I believe I was able to freeze it at some point but not disable it.

N.

Re: [HELP / POLL?] KOF2002UM / KOF98UM memory labeled sprites.
#10  February 10, 2017, 02:54:27 pm
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Ok, the wiki mentioned a PS2 and taito arcade version, but I only came across the PS2 version when I searched for it.  The cheat for the bars should make the bars not appear at all if the cheat's enabled before the game makes them appear.  I was hoping to find a flag or something that switches them on/off, but I only came across position mods for all the parts of it.
1 Last Updated: 4/19/23
2 Last Updated: 1/16/21
3 Last Updated: 04/20/23
4 Last Updated: 7/16/17
Re: [HELP / POLL?] KOF2002UM / KOF98UM memory labeled sprites.
#11  February 11, 2017, 04:42:05 am
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It didn't seem to work for me, but I think it has to do with the game version?

My game CRC is 439656F5.

Tougeki revision :P

Edit: Looking at the pnatch, I will try to find the same area in the tougeki revision and do the same.

This helps a lot! How did you find it?

N.

Re: [HELP / POLL?] KOF2002UM / KOF98UM memory labeled sprites.
#12  February 11, 2017, 05:00:23 am
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Figures.  I'll go get that one and find it for that as well

How I found them:

Sky: Searched for 3F80.  Caddie told me it could hide the BG for the 3 games I found the Black BG color mod for, and on a whim, I tried it on a few others and found it works for about 7-9 other games (it could be more).

Black BG: Took a couple guesses (wasn't making a serious attempt at it yet).  First guess was FF000000 and didn't find it.  Second was 80000000 and I ended up finding it after going through a huge list of possibles.

Bars: Tried finding something during the character intros that keeps the bars from appearing.
1 Last Updated: 4/19/23
2 Last Updated: 1/16/21
3 Last Updated: 04/20/23
4 Last Updated: 7/16/17
Re: [HELP / POLL?] KOF2002UM / KOF98UM memory labeled sprites.
#13  February 11, 2017, 05:38:50 am
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The way I hid bars myself was by looking for changes as I paused the game. I believe I'll upload my CheatEngine table once I compile the rest of the addresses.

Your background color changer helped me a lot! I was able to find the addresses for the Tougeki version:



5F00A0 and 5F0190 respectively!

I will now find the offset for the Sky based on the address you gave me.

I'm so excited!

Edit: I will print the text in an uncommon color so it can be removed easily!

WE DID IT BOYS



Last Edit: February 11, 2017, 05:56:25 am by Vans

N.

Re: [HELP / POLL?] KOF2002UM / KOF98UM memory labeled sprites.
#14  February 11, 2017, 06:12:47 am
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Round Two!

Had to find the sky and bars again. :p
1 Last Updated: 4/19/23
2 Last Updated: 1/16/21
3 Last Updated: 04/20/23
4 Last Updated: 7/16/17
Re: [HELP / POLL?] KOF2002UM / KOF98UM memory labeled sprites.
#15  February 11, 2017, 06:51:07 am
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We did it guys. Expect all the sets later tonight.

N.

Re: [HELP / POLL?] KOF2002UM / KOF98UM memory labeled sprites.
#16  February 11, 2017, 09:06:58 am
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Nice. :)

BTW, did you want me to do this for KOF98?  If so, which version?
1 Last Updated: 4/19/23
2 Last Updated: 1/16/21
3 Last Updated: 04/20/23
4 Last Updated: 7/16/17
Re: [HELP / POLL?] KOF2002UM / KOF98UM memory labeled sprites.
#17  February 11, 2017, 09:45:37 am
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That would help me a lot!

98UM for PS2. SLUS_218.16

My plan is to eventually rip the SvC sprite sets the same way (PS2 NTSC-J), the reason I would prefer the PS2 version is because I can rip giant characters without having to do weird things. :P

Edit: I've hit a snag, I found an issue with the the scaling parameter.

Apparently scaling down to 50% has problems in very particular frames, and they will be misaligned by a factor of 1 pixel either in X or Y. I am forced to rip them at full resolution and scale down now.

Edit2: I have thought of a good way of dealing with things that get cut off. The effects that get cut off will be ripped twice: once at full res with the character sprites, and once scaled down to 50% so they fit on-screen.

Best case scenario, there will be no need to adjust the alignment. Worst case scenario, the user can compare with the full res but cut off versions to find the appropriate factor for adjusting the axes.

I shall proceed in this manner.
Last Edit: February 11, 2017, 11:41:38 am by Vans
Re: [In Progress] KOF2002UM / KOF98UM memory labeled sprites.
#18  February 11, 2017, 12:17:25 pm
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That's a good compromise. It's what I did for fx too big for the screen too.
Re: [In Progress] KOF2002UM / KOF98UM memory labeled sprites.
#19  February 11, 2017, 03:24:15 pm
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N.

Re: [In Progress] KOF2002UM / KOF98UM memory labeled sprites.
#20  February 11, 2017, 11:44:46 pm
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1 Last Updated: 4/19/23
2 Last Updated: 1/16/21
3 Last Updated: 04/20/23
4 Last Updated: 7/16/17