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How to rip sprites from PS2 game (KOF98UM)? (Read 10469 times)

Started by trauerbringer, August 14, 2008, 08:20:55 pm
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How to rip sprites from PS2 game (KOF98UM)?
#1  August 14, 2008, 08:20:55 pm
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Hello, guys & gals.

I want to start making Wolfgang Krauser from KOF98UM. So I need new animations for him. :P

I just want to ask following:

1. How to disable layers in PCSX2 0.9.5 (GSdx video plugin)? I've heard that tool Artmoney can help, but I don't know how to find addresses I need. :-\

2. How to disable some concrete sprites? For example Krauser's Gigantic Cyclone consists of front hurricane sprite, Krauser sprite and back hurricane sprite (like K9999's Tsuki...). And it will need to disable hitsparks and opponent sprites, too.

That's all I want to know at the moment. Thanks in advance!
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Re: How to rip sprites from PS2 game (KOF98UM)?
#2  August 14, 2008, 08:40:22 pm
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sadly, ps2 ripping is not that simple. first learn to use artmoney. any other talk about it will be wasted.

(unless you feel like cleaning sprites manually).
Re: How to rip sprites from PS2 game (KOF98UM)?
#3  August 14, 2008, 09:27:54 pm
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I know how to use ArtMoney. I don't want how to find these specific addresses. I can find life, timer, gauges and other stuff but I don't know how to handle with video memory (finding and disabling specific sprites). And it's my question to those who tried to do it and had success...
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Re: How to rip sprites from PS2 game (KOF98UM)?
#4  August 14, 2008, 11:21:40 pm
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That's cool; some guys try to find the scale for the sprites. Also, one of the renderers has got several enable/disable options one of which disables the sprite transparency, giving you almost clean sprites.

To disable individual sprites, yeah you have to look in the video memory, which I have not done yet, let's hope this calls the attention of someone who has.

[EDIT]

forgot to say that the most common method for ripping those is NOT disabing sprites, but ratehr, finding the animation-sprite being shown for the character memory adress, by finding that you can cycly through the character sprites, thus eliminating any need to enable/disable layers.
Re: How to rip sprites from PS2 game (KOF98UM)?
#5  August 14, 2008, 11:43:54 pm
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BTW, I use plugin GSdx with native resolution, so I get the shots without scaling (640x448 - native PS2 KOF resolution), it needs then just resize screenshots to 320x224 without filters. So I get screenshots like this:



So I need only learn how to disable concrete sprites and rip new attacks. :P

Quote
forgot to say that the most common method for ripping those is NOT disabing sprites, but ratehr, finding the animation-sprite being shown for the character memory adress, by finding that you can cycly through the character sprites, thus eliminating any need to enable/disable layers.

Really? Then... Which values I need to seek?
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Last Edit: August 14, 2008, 11:47:09 pm by trauerbringer
Re: How to rip sprites from PS2 game (KOF98UM)?
#6  August 15, 2008, 12:06:50 am
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Re: How to rip sprites from PS2 game (KOF98UM)?
#7  August 15, 2008, 12:08:15 am
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forgot to say that the most common method for ripping those is NOT disabing sprites, but rather, finding the animation-sprite being shown for the character memory adress, by finding that you can cycly through the character sprites, thus eliminating any need to enable/disable layers.
Re: How to rip sprites from PS2 game (KOF98UM)?
#8  August 15, 2008, 12:16:37 am
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Check my tutorial. You can rip sprites with my tutorial with out removing the background.

Here http://mugenguild.com/forumx/index.php?topic=84906.msg728357#msg728357

Thanks, I've already read your docs. :)

forgot to say that the most common method for ripping those is NOT disabing sprites, but rather, finding the animation-sprite being shown for the character memory adress, by finding that you can cycly through the character sprites, thus eliminating any need to enable/disable layers.

How should I begin the search of these addresses? I can't imagine how to guess these values... Just how to begin search them?
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Re: How to rip sprites from PS2 game (KOF98UM)?
#9  August 15, 2008, 01:06:22 am
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depends a lot on the game, sometimes whenthe character is standing the animation is 0, some states should have a higher number than other, like basic movement has the lower numbers, then basic attacks then specials.
Re: How to rip sprites from PS2 game (KOF98UM)?
#10  August 15, 2008, 07:49:52 am
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Thanks, I'll try...

EDIT:

I've found the address of animation. But animations still have hitsparks even if they don't connect to opponent. Is there a way to view separate sprites, NOT the animations?

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Last Edit: August 15, 2008, 11:20:06 am by trauerbringer
Re: How to rip sprites from PS2 game (KOF98UM)?
#11  August 15, 2008, 07:14:51 pm
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in a similar way that you used to search for animations, now search for sprites; play a bit with the character to find two animations that use the same sprite, that might serve as criteria on how to tell them apart.
Re: How to rip sprites from PS2 game (KOF98UM)?
#12  August 15, 2008, 07:24:41 pm
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I worked with PCSX2 and ArtMoney whole day...

I've found the address which freezes animation if you freeze this byte. But sadly, if I freeze animation when hitspark appears it freezes WITH THIS HITSPARK and it even FREEZES HITSOUND!!! o_O

I'm very tired and upset. I don't know what should I do next...
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Re: How to rip sprites from PS2 game (KOF98UM)?
#13  August 17, 2008, 08:45:24 pm
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find the position on screen of such sprite and then move it elsewhere so your hitsparks don't get in front of it
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Re: How to rip sprites from PS2 game (KOF98UM)?
#14  August 18, 2008, 01:53:19 am
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I use a usb capture card



^the pic above explains the only disadvantage, you have to photoshop everything
Re: How to rip sprites from PS2 game (KOF98UM)?
New #15  August 18, 2008, 10:48:17 am
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I use a usb capture card

^the pic above explains the only disadvantage, you have to photoshop everything

But that game is 3D. KoF 98 UM is 2D, so it makes it hella lot easier.
My shitty mugen stuff:
Last Edit: August 20, 2008, 05:10:25 pm by Anjel
Re: How to rip sprites from PS2 game (KOF98UM)?
#16  August 20, 2008, 07:11:41 am
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KoF 89 UM is 2D, so it makes it hella lot easier.

Easier, but not so easy.

I've somehow ripped new basic and special moves. I need now to rip Gygantic Cyclone and Unlimited Desire SDM finishing animation - Kaiser Pile (similar to Rugal's Demon Pile but bigger and yellow and has Krauser's silhouette).

Absolutely don't know how to do it!

XGargoyle, I've failed finding position of sprite in RAM...
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