VinnyJ

@ P.I.I.Y.M. Network

Published on November 2, 2007 1:42 am

PSOne Sprite Ripping using Artmoney

Ripping sprites from the Inuyasha PSOne Game

Alright… So.. What are we doing here?

We are going to rip the Character sprites from the game because you either wanted to make a character or just a random GIF. 😛

So what do I need?

In this tutorial, I’ll be using Xeven’s emulator, PSXEven 0.19 along with the P.E.Op.S. Soft GPU 1.17
plugin.

You can use any other PSOne emulator, another recommended one is pSX.


Note: The Playstation BIOS are copyrighted by SONY, I can’t send them or post them up, Sorry.

Anyone asking for the BIOS will be ignored/blocked, so….GOOGLE IS YOUR FRIEND.

(I’ll use my version of Pro, but it works with the regular SE version.)
The meat of the tutorial is using this program, it’s pretty much like a Gameshark/Action Replay for
Computers, to put it simply.

I did most of the hard work for you with this table. All you’re going to have to do is just freeze values
and change around numbers.

If it doesn’t work, you’ll have to fix the offsets for your computer. I’ll explain how to do this in a later step.

My current set-up is a 3Ghz IBM laptop with 1GB of RAM with a 60GB Hard Drive running Windows XP Home,
it does these steps with ease.

(It’s not really needed, but it gives better control for ripping purposes, unless you prefer the keyboard)

Configuring Artmoney:

Ok, before we begin with sprite ripping we have to set up
Artmoney, just to make things easier for ourselves.

I used 100 and 10 for the refresh and freezing values in the “General” tab, so the character doesn’t move when frozen.

I unchecked everything here in the Additional Tab, because it gets annoying when the numbers don’t update,

when you’re working with the emulator and I don’t have a use for Hexadecimal numbers.

In the Searching tab, we uncheck everything except for Round
float values.

The other options are for saving memory and disc space,

but we want ALL possible values and everything the game can
give, so that’s why they’re unchecked.

You can check Enable Undo/Redo the filtration, if needed, so
you can undo a filter, just in case.

STEP 1. Load the table

Start by loading the table for the game, that I linked to earlier by using the Table Menu or Load button.

STEP 2. Open and Configure your Emulator

Start up your PSOne Emulator of choice and configure it.

You might’ve done this already, but it’s a good reminder. 😛

I’ll assume, you know how to configure your other plugins for
the Bios, Pad1&2,Sound, and CDrom,

so I won’t go over it.

STEP 3. Configure the P.e.o.p.s. plugin (For PSOne
emulators that use a plugin system)Skip this step, if your emulator doesn’t use Plugins like
pSX

Configure the P.e.o.p.s. Graphics plugin as shown below:

Additionally, in the “Activate Special Game Fixes” section check
the “Use PC fps calculation” (In the […] box)

STEP 4. Load the game

Load the Game CD or ISO in the Emulator.

Double-check if there’s an “*” next to the letters “FL”, if
there isn’t, press the Home Key until there is.

STEP 5. Select the Emulator’s process in Artmoney

Now go back to Artmoney, in the dropdown box called “Select
Process”, select the Emulator’s process, so we can manipulate

its values for the game.

STEP 6. Head into Training mode and select your
character to rip and opponent

Back in the emulator, make your way into the Training , and
select the character that you want to rip and

pick either Inuyasha, Miroku or Sesshomaru as your training opponent,
depending on the colors of the character that you are ripping.

(Which means, make sure the two characters don’t contain colors
that can blend into each other, the reason why is explained in
the next step.
)

STEP 7. LET’S GET READY TO RIP

This is where we set up everything for ripping sprites.

(Oh
goody! 😛
)

For instance, let’s say we’re ripping Shippo.

Stand him next to the opponent, in this case, Sesshomaru.

You can easily see that the character colors don’t blend
into each other.

What we are going to do is make the opponent the
“background” for easy ripping.

Before we move on, while playing around with artmoney and
this game, I managed to track down many of the animation
IDs.

Knowing these values make the next step easier.

Here is my compiled list of animation ids.
HERE

The list is still incomplete. :/

STEP 7a.Fixing the table to work on your computer on first run or
later uses.

Since this table came from my computer, the offsets will be
off.

In order to fix this, we will have to search for one of the
values in the Artmoney table and offset it to the rest of the
table.

We’ll be looking for P1’s Animation ID.

In the emulator, Leave Player 1 in his standing pose
and pause the game.

Back in Artmoney, Click Search, In the Search box, We’ll
be looking for an exact value.

The value we’re going to look for is 1.

(The reason that we’re looking for 1, is because
it’s the ID number to the Stand animation in this game,
as mentioned in my compiled list of IDs
)

Set up the Type and Address Range like this screenshot
and select

the emulator you are currently using from the drop-down
list.

With type set to Custom, click the […] and make sure
everything looks

like this:

If the emulator or emulator version you are using isn’t on the list:

Set it up like the screenshot below, instead:

OK it, it’ll search and give a lot of addresses, that’s
normal.

Unpause the game, make Player 1, crouch and pause the
game again.

Click Filter, change the value to 4 and OK it.

(You might’ve guessed, 4 is the Animation ID for
crouching
)

(Type should say INTEGER (Standard), if you’re using an
unlisted emulator)

This time it should find less values., once again unpause
it and stand up Player 1, and pause it.


Repeat the previous step, but this time with a value of 1, it
gave me 4 results.

(Your amount of results may vary.)

One of the addresses should end with 5810, the
first 4 digits don’t matter, they’re dynamic.

As you can see in the image below, the numbers changed, but
not the last four digits.

This
is the Animation ID for Player 1.

(It’s the only address that matches the one in the
table
)

Select the ‘P1 Animation ID‘ entry in the table.
(On the right side)

Then select the address, the one with 5810 on the
end of it. (on the left side)

Right-click on it, then go to:

More > Auto Apply the Offset

Auto Apply the offset to all.

The P1 Animation ID should have changed to 1, meaning
you did it right and your table is correct.

STEP 8. Adjusting the character in-game for
ripping.

We will now adjust and freeze a few values to help us rip Shippo.

We’re going to make P1 stay in midair, pretty
straight-forward.

Jump and pause the game.

We are going to a couple of things to the Artmoney table, if confused
look at the image below.

Change and Freeze his Animation ID to 1 in the Artmoney
table.

This will force the character to his/her standing animation.

To Freeze values, click in the F column to the left of the
Description column.

Freeze his Y Position (as a safety measure, just in case
you unpause it, which you shouldn’t.
)

Finally, Change and Freeze the Pause Mode to 0, to remove
the pause screen, though the game is still paused, this is what
we want.

This is how it should look so far.

(Some of your values may be different due to positioning
or whatever, that’s fine.
)

This is how the game should look afterward.

The game is still paused and no darken screened pause menu

STEP 9. Scale up your Opponent to be the “background”

Now we scale Sesshomaru.

Change and Freeze P2’s X and Y scales to 127 (any
higher and he flips downward and disappears.
)

Sesshomaru maybe off the ground just a tad, play around with
his X and Y positions until the gray of his pants surround Shippo.

Like so:

STEP 10. Set up Hotkeys for Easy Cycling of
Sprites

Set up Special Hotkeys
to advance by 1 frame on the “P1 Animation Frame (For Cycling)”

(Right-click and select “Edit”, set it up like so.)

Back to the game, set the Animation Frame to 0 with the
Shortcut you just made and Shippo will switch to the beginning
frame of the stand animation.

Take a screenshot with F8, the Peops GFX Soft plugin will output
the screenshot and a text file in the emulator’s ‘snap’ folder.

Add 1 to the number with the other shortcut you just
created and take another screenshot, continue this until you
reach the end of the animation.

You’ll know when the animation is over, when the character disappears.

Cleaning will be a breeze and even better, you already have
the sprites all lined up!

Here’s the zipped
BMP file of what you’ll get.

After cleaning… Wah-la!

(I didn’t rip the entire animation, because it’s too time
consuming, but in your case you’ll have a folder full of bmp
files each containing a different frame of the current animation
that you are ripping.
)

My latest IY character WIPs, have some notes in the .air file
with the Animation IDs listed for reference.

(Check Kagome’s AIR file, for example.)

Well, I hope you liked this tutorial, and I hope it helps you
in ripping from this great game.

-VinceJ-

Comments

  • Hi thanks for your great tutorial! I wonder if your tutorial can be used in the same way to rip character sprites from the PSX Samurai Deeper Kyo fighting game! Mugen needs more Samurai Deeper Kyo characters! If I could rip Samurai Deeper Kyo character sprites like you did, then I would share the sprites with any Mugen creators who are interested in converting Samurai Deeper Kyo charactes for Mugen.

  • hey i want to take the animations from a game call serial experiments lain but the animations are completely random i can make him move so i am a lttle confuse

  • Leave a Reply