The Mugen Fighters Guild

Help => M.U.G.E.N Development Help => Tips, Tricks, Tutorials => Topic started by: OldGamer on November 13, 2016, 02:43:48 AM

Title: How to rip SNK & Capcom sprites from WinKawaks and Nebula Emulator
Post by: OldGamer on November 13, 2016, 02:43:48 AM
How to rip SNK & Capcom sprites from WinKawaks and Nebula Emulator

How to Rip SNK Sprites backgrounds with Nebula 2.25b Emulator and Winkawaks Part One


How to Rip Capcom Sprites backgrounds with Nebula 2.25b Emulator and Winkawaks Part Two


Tools you need to rip Sprite

Mediafire
http://www.mediafire.com/file/f27zkq719zb6jj2/Ultimate+Emulator+Ripping+Tools.rar

Mega
https://mega.nz/#!3JZ0TaoI!zsZCmQ6-ZYyNNbx-AdzElT3IVzXpIWDmqDL8f6w7F6c
Title: Re: How to rip SNK & Capcom sprites from WinKawaks and Nebula Emulator
Post by: XGargoyle on November 13, 2016, 06:19:40 PM
The techniques on the tutorial are quite outdated for today's standards. It was cool back in 2002, but nowadays are better ways to get character sprites.
Your method will result in inaccurate axis position for every sprite, and more than probable, missing sprites.

What you would do nowadays is:

- Easiest way: Get a spritepack already ripped, preferably from a reliable source such as AOKManiac or other good rippers.
Don't get spritepacks from Kong (badly ripped and missing stuff) or from random spritesheets (loss of axis, not sure if all sprites have been properly ripped)

If you want to go the DIY route or if now spritepack is available, then:
- The majority of Neo Geo/Capcom games have debug object/character tests available. You can relate to N.'s cheat tables to have quick access to them: http://mugenguild.com/forum/topics/mame-cheats-for-sprite-ripping-thread-v-2-908-175387.0.html

If there are no cheat tables for the game or a debug object easily available, then:
- Use Artmoney or CheatEngine to lock the character in a fixed position, keeping the axis of the sprites in the right location
- Use Artmoney or CheatEngine to locate the sprite number/index adress and increase it manually, ensuring that you never miss any sprite
- Use AnimGet to automatically take a screenshot every time a new sprite is drawn on screen
Title: Re: How to rip SNK & Capcom sprites from WinKawaks and Nebula Emulator
Post by: OldGamer on November 14, 2016, 11:48:58 PM
The techniques on the tutorial are quite outdated for today's standards. It was cool back in 2002, but nowadays are better ways to get character sprites.
Your method will result in inaccurate axis position for every sprite, and more than probable, missing sprites.

What you would do nowadays is:

- Easiest way: Get a spritepack already ripped, preferably from a reliable source such as AOKManiac or other good rippers.
Don't get spritepacks from Kong (badly ripped and missing stuff) or from random spritesheets (loss of axis, not sure if all sprites have been properly ripped)

If you want to go the DIY route or if now spritepack is available, then:
- The majority of Neo Geo/Capcom games have debug object/character tests available. You can relate to N.'s cheat tables to have quick access to them: http://mugenguild.com/forum/topics/mame-cheats-for-sprite-ripping-thread-v-2-908-175387.0.html

If there are no cheat tables for the game or a debug object easily available, then:
- Use Artmoney or CheatEngine to lock the character in a fixed position, keeping the axis of the sprites in the right location
- Use Artmoney or CheatEngine to locate the sprite number/index adress and increase it manually, ensuring that you never miss any sprite
- Use AnimGet to automatically take a screenshot every time a new sprite is drawn on screen

this great information :D not only you provide the info for everyone to see but also this video Guides will help as well Thank you XGargoyle and Great Looking out Buddy :hyo: