Odb718: It is. It can emulate Apple II, Atari 2600/7800, Colecovision, Game Boy/Game Boy Color/Super Game Boy, Gameboy Advance, NES, N64, PCE/PCE-CD (TG-16)/SGX, PS1, Sega Genesis/Sega CD, Sega Master System/Sega Game Gear/SG-1000, and WonderSwan/WonderSwan Color. I was hoping to use MAME to find things in them, but this also has potential.
Depends on the game. For Gundam Battle Assault 2, there's multiple groups of addresses you'd have to find if you wanted to hide a character, but it's not too much of a chore to do. For WWF: In Your House, it might be easier to find something to hide the BG/audience, hide the lifebars, and making the mask colors visible through color mods than it is to hide/recolor the BG (I tried it. I was recoloring the BG tile by tile). For Street Fighter Alpha 3, the color mods were in the MainRAM, but you could also hide everything in the GPURAM (pixel modding).
At the very least, you could get color values to search for in another emulator that you might've not found otherwise.
GladiaCloud: Samurai Deeper Kyo? I was thinking of looking into that further for color mods. Here's the addresses I found initially:
Spoiler, click to toggle visibilty
0F0080 7C1F N GPURAM 1 P1 Mask Color w h 0 NONE
0F4080 03E0 N GPURAM 1 P2 Mask Color w h 0 NONE
Copy/paste that into a text file, name it whatever you want with the extension .cht, go to BizHawk\PSX\Cheats and toss it in there. Go to Tools/Cheats and then open it. They should be turned on by default, and you'll see magenta (P1) and bright green (P2) borders on the player select screen portraits (the select portraits are affected, but I was initially searching for color mods for player sprites).
ShinZankuro: Possibly (you couldn't rip anything because it was obscured?). Because of where I found color mods for SFA3, you may have to search in the MainRAM for them. I should go check into it when I get the chance.
Initial tests seemed good. I could make the mask colors visible to the portraits and text in the 1st cutscene (could also hide everything and recolor it a solid color).

Went poking in the GPURAM to find that. It's in the F0000 range.
BTW, Go to PSX/Options, and set the Resolution Management to something other than Pixel Pro. By default, the resolution is forced to 800x480.
Edit:
I tried to make some cheats for Tatsunoko Fight and Samurai Deeper Kyo. Don't know if they work on other roms, so let me know if they do (one of the reasons I didn't make a PSX cheats thread).
Spoiler: Samurai Deeper Kyo (click to see content)
- If it matters, it's the version dumped by Aguia.
- You can hide almost everything but a super BG effect, and Mahiro's spider thread. Couldn't find them in the GPURAM.
- I didn't bother with color mods for the assist characters. If you really want to rip those, or their effects, I could go poke around to go find those.
- I also didn't bother with hiding the small portrait to Mahiro's attack where she uses your assist character against you because they don't use a new attack.
- Magenta BG's for characters, Black BG's for effects. I don't know if the BG color mods will hide everything in the other stages. Stage Modifier's set to the stage I tested all of these on.
- If you'd prefer the character's Y position to be on the ground, just edit the value to 00000000 (yeah, the position values are 4 bytes).
- Unlock bosses (so you don't have to beat the game 3 times) should probably be turned on before you go into any of the vs modes.
- "Use with P1 states?" is for if the sprites don't display correctly or if you want the effect to appear during the move. If you want to know what value you should set these to, perform the move, pause the emulator, right click on the cheat, select "view in hex editor", and note what value the highlighted cheat changes to. Close this when you're done with it because aside from risking modding/deleting cheats, it can cause the emulator to slow down (keeping track of too many value changes).
- Fade to black's for super moves. Even though you might be able to use the state mod to make the character's super animation play, you could use this during the super move to stop the character's sprite from getting something (? don't know what it is) layered over it. The rest of the super move won't trigger until after the BG has faded to black though, which is why it has a compare value of 00000000 (it's kinda like a conditional cheat).
- I may need to look more into sound modding. I'm not pleased with what I found so far, because it only works with Artmoney. Poking values in SPURAM sorta works, but not the way I was expecting (doesn't disable music, and there's multiple addresses you'd have to search for to stop 1 sound channel from playing).
Spoiler: Tatsunoko Fight (click to see content)
- I haven't tested the BG color mods beyond the stage the stage modifier is set to.
- I didn't bother with hiding all the effects for this because you can use the state mod to turn your character into them.
- You probably won't need to use P1 Y Position to reposition your character, because Camera Y can be set to 0010 and it'll go below the floor.
- Don't set P1 States +256 above 1.
- You don't have to go through all 511 values to find the character's stuff. Just set +1 to a multiple of 16 (10, 20, 30, 40, 50, 60, 70, 80, 90, A0, B0, C0, D0, E0, or F0. It's easier to use if you don't set the values to display as Unsigned). If the character remains in their standing animation, there's probably nothing around it, and you can increase the value to the next multiple of 16.
A couple other things:
- Pixel modding the BG could be used as a last resort for if you can't find any color values in MainRAM or GPURAM.
- Color values I've encountered (excluding the lifebar mod for Inuyasha) so far are 15/16 bit. I've had to add 8000 (in hex) to the value it gives me to find some colors in Tatsunoko Fight.
- If you're compiling a list of cheats and you're using the RAM Search, don't use the Unfreeze All Addresses option. It removed all my cheats from the list when I used it.
- You don't have to do this, but an easy way to rip animations (and get animation timings) is to record an avi (File/Avi/Wav, select Full Frames (Uncompressed), stop the recording when done by clicking File/AVI/WAV/Stop AVI/WAV), open it in Virtualdub, delete extra/unwanted frames (press the Delete key for 1 frame, to remove multiple frames, press the Home key at the start of a bunch of unwanted frames, End at the end, and then Delete), go to File/Export/Image Sequence, and save it as .bmp (not sure about PNG, because it mentions compression). Here's a screenshot from the game and an image exported from the avi. Is there a difference between them (besides the character's position)?


Edit 2/3: Found another way
- Alternatively, you could do something similar to Animget by recording an image sequence instead of a video. Go to File/AVI/WAV/Configure and Record AVI/WAV, select Image sequence writer and press OK. Save the images as .PNG. Stop the recording when done by clicking File/AVI/WAV/Stop AVI/WAV. The images didn't show up for me in thumbnails (probably something on my end), but they're there when you open the image in an image editor.
Oh, one more thing: Make sure the window size is set to 1x when you're doing rips. I had to re-record a video because I forgot to change it back (trying to see if the shadows were hidden on a dark stage).