Sprite Data

Oh, right! It’s a TIM ripper–allows you to view .tim format images within a file. It’s basically, as I understand it, Sony’s brand of 2D image for the PSX.

I’m thinking…I’m going to piddle with Emelia’s sprite and see if I can’t find palette info. Wish me luck! ;D

good luck. i’m going home once i post the goals in ability data thread.

Oh, man, I think this is gonna be REALLY fun. >_>

I’ll go back and look at some older consoles’ palette formats, but the numbers I’m getting in Paint aren’t coming up in CHR00.BIN as I’d hoped (but didn’t really expect). They’re not TIM graphics, but I’ll try plugging the numbers I have into some things and see if I can’t make something work.

No idea what to expect, honestly, in terms of how to go about finding the palette…I’d think it’s somewhere near the actual sprite data but I’ve not a clue. Maybe I need to just dump VRAM? I’ll try that later.

GOAL: Dump VRAM, look for references to ‘known’ colors.
Will return and edit yon goal when time has been allocated to this task.

Assuming colors as viewed in TileMolester are arranged thus:

02468ACE
13579BDF

These MAY NOT be 100% correct. Either the color values themselves may be off (not getting a 100% true representation of what’s on the screen) or I may have mismatched the colors in a few places. Also forgive any hex conversion inaccuracy, as I’m doing a lot of it in my head (gotta leave for class soon.)

0:
00 00 00

1:
198 130 0 (C6 82 00)

2:
41 40 41 (29 28 29)

3:
0 195 231 (00 C3 E7)

4:
66 56 0 (42 38 00)

5:
222 113 90 (DE 71 5A)

6:
107 56 0 (6B 38 00)

7:
156 97 0 (9C 61 00)

8:
74 56 132 (4A 38 84)

9:
247 195 8 (F7 C3 08)

A:
24 97 239 (18 61 EF)

B:
231 178 173 (E7 B2 AD)

C:
24 138 24 (18 8A 18)

D:
255 251 90 (FF FB 5A)

E:
156 97 0 (9C 61 00)

F:
255 251 206 (FF FB CE)

This is mostly for the benefit of anyone who wants to play around with this before I get around to it.

http://www.geocities.com/grand_flamingo/Emelia.png
http://www.geocities.com/grand_flamingo/Emelia_2.PNG

in TileMolester
EDIT->COPY TO

this lets you save stuff as bitmaps. just make sure you label it with .PNG cause .BMP kinda sucks.

yeah i feel like a tool for not noticing that.

Wait–yours is lining up right off the bat? Or did you line that up yourself?

Using the settings giving in the .txt above I still get some weirdness.

it saved them as bitmaps, and i just typed .PNG after the filename. the first one is unedited.

oh, and i edited the bottome one with MS Paint. by weirdness i assume you mean they’re not lining up perfectly?

I just use psx v-ram to get sprite data, pretty easy, just takes a little time, here are the few I ripped so far

http://wiki.rpgclassics.com/index.php?title=SaGa_Frontier/Images/Sprites

Way to much effort to do every enemy so right now I’m just starting to do character sprites and on map enemy sprites.

I also ripped the menu icons but haven’t uploaded them on my wiki page yet

so

beautiful

uuuugghhhh!

I just use psx v-ram to get sprite data, pretty easy, just takes a little time, here are the few I ripped so far

but can we reinsert them back into the game, once modified?

and has anyone done any work on the disk map? i’ll update it with what’s already known sometime tommorow.

Could you explain your methods? I’m…well downright retarded when it comes to graphics work, apparently.

If we could, we could be doing stuff like the RS3 project, except that it would run on our non-Japanese computers! =D

Could you explain your methods? I’m…well downright retarded when it comes to graphics work, apparently.

who, me or xenocida?

and does anyone know of something that’ll take a screenshot of my entire moniter, so i can provide visual aids?

The Print Screen button?

The Print Screen button?

Explain, please.

I just pressed it, nothing happened. Pressed it with Ctrl, nothing. With Shift, nothing. Is this one of Microsofts moron-proofing things?

Uh, this is one of the more idiot-friendly features actually. =P

Print Screen places your monitor’s contents into the clipboard, letting you open your favorite graphics program and hit Paste to stick in in. =D

Vimes: both of you. XD

EDIT: I thought I was just screwing something up, actually. I didn’t realize you were actually putting EFFORT into making those line up right. XD

Sir_Vimes = next-generation idiot.

You’re like the Picard of the personal computer!

Copy/paste from GFAQs, with some edits made to make it more clear.

800B7E0A 03E0

http://i187.photobucket.com/albums/x302/EroneousWaylay/PunkLute.jpg

15bpp, meaning 2 bytes represents one color (5 bits each for red, green, and blue; the MSB (bit 15) is the ‘mask’ bit. Far as I can tell if it’s set the color is opaque?)

That color was originally C8EA.

The way this breaks down is that each color is given a number from 0-31. (i.e. 0-255/8) Then it’s divided up like this:

MBBBBBGGGGGRRRRR
M: Mask; MSB (Most Significant Bit, i.e. bit 15)
B: Blue bits
G: Green bits
R: Red bits

So in Paint or what have you each color will be divisible by 8.

R 80 (10) (0A) (01010)
G 56 (7) (07) (00111)
B 144 (18) (12) (10010)

So originally this looked like:
1 | 10010 | 00111 | 01010

It is then put together like so:
11001000 | 11101010
Hence, C8EA.

Sorry if that’s confusing, I barely understand it myself. But at least we know the format now (trust me, there’s asstons of documentation on the subject.)

Looks like palette info is the very last thing, or one of the last things, in MCHR files. That’s the only place I’m finding EAC8 (as with most values greater than a single byte the byte order is flipped.) Specifically, that’s at A0A in CHR01.BIN.

So let’s look for another value!

One of the pixels from his lute…

R96 G24 B56 = R12 G03 B07 = R0Ch G03h B07h
1 | 00111 | 00011 | 01100
10011100 | 01101100
9C 6C

WHADDYA KNOW! A08 has 6C 9C!!!

Grats, guys. We’ve got palette info. I’ll crack it open more later, for now I’m happy with knowing where it is. :slight_smile:

Also, for some fun, try piddling with

8012EACC xxxx

At one point it looked like it was trying to display polygon boundaries. O_o

So you could say I’m “Picarded”?

Good job EW. Hope the visual guide helped.