ZFGC
Resources => Graphics => Topic started by: Mamoruanime on April 24, 2009, 01:19:38 pm
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I'd like to organize a massive graphic ripping project. We need to get groups of people to take on specific games and rip as many tiles as we can. Once the massive rips are finished, they'll be optimized and intrinsically organized individually.
Anyone interested in participating post here, and I'll put your name down on this list next to the task you want. More than one person can work on the same game; just be willing to work together on it. You can also work on more than one project at a time, but please try not to overburden yourself.
Another thing I should note; everyone participating should be willing to savestate at each major point in the game, and post them on the boards in case you are no longer able to rip the graphics.
The Legend of Zelda
Zelda II: Adventure of Link
- Sprites:
- Tiles: Theforeshadower
The Legend of Zelda: A Link to the Past
- Sprites:
- Tiles: CrystalAngel04
The Legend of Zelda: Links Awakening
- Sprites: RyuKage2007
- Tiles: Mamoruanime, Porkchop
The Legend of Zelda: Oracle of Seasons
- Sprites:
- Tiles: EliteJason
The Legend of Zelda: Oracle of Ages
The Legend of Zelda: The Minish Cap
Once finished, submit your rips directly to this projects manager (currently me), and I'll begin optimizing them and preparing them to be distributed on the site.
Some notes-
Sprite rips: Make sure you don't rip multiple-layered sprites as one sprite. For example; Link with his shield is not one sprite; it's 2. Rip the individual sprites. If you're unsure if something's multiple sprites and you're using VBA, use the OAM viewer to double check.
Tile rips: Try to get the appropriate layers to each tile. The trees in lttp are multiple layers; the trunk is one set of tiles, the top is another.
Tools-
Tileset Opt. (http://www.zfgc.com/#?action=games&sa=view&id=52)
OCX Libs (required for the Tileset Opt.) (http://www.box.net/shared/ddd5gvdau0)
VBA Ripper (http://www.zfgc.com/#?action=games&sa=view&id=52)
Tileset Maker (http://www.box.net/shared/2cte0cu1pt)
Zelda Saved States (http://www.zeldalegends.net/index.php?n=saves)
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I'll rip some TMC tilesets when I can.
BTW, anyone have a link to windy's tileset optimizer? That could come in handy to people, as well as the VBA ripper.
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This sounds like a really good idea :). I might be able to help out, gotta think about which one though.
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I'll rip some TMC tilesets when I can.
BTW, anyone have a link to windy's tileset optimizer? That could come in handy to people, as well as the VBA ripper.
I'll link it in the starting post. Remember you need Comdlg32.ocx as well for it to work.
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VBA ripper link: http://www.zfgc.com/#?action=games&sa=view&id=52
I guess I could do sprites for Link's Awakening.
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I'll rip some TMC tilesets when I can.
BTW, anyone have a link to windy's tileset optimizer? That could come in handy to people, as well as the VBA ripper.
I'll link it in the starting post. Remember you need Comdlg32.ocx as well for it to work.
I also needed comctl32.ocx, kinda annoying. I'll post a hassle free pack shortly.
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Cool, sounds good :)
Also everyone on Links Awakening; if you go to memory address D700 to D790- that's your map. If you play around with some values (I use #0C) you can walk through the walls and stuff. Makes it easier to rip specific things, especially Link's actions.
For OoA/S, it's the same layout, different memory address. They also have a collision mask that's structured the same as those memory addresses. So you can change the tiles, but the collisions stay the same. You need to change both appropriately.
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Added the libs and TSM to the first post. I've used TSM in the past, it's great for laying out the tilesets nicely or editing seperate tiles.
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Also everyone on Links Awakening; if you go to memory address D700 to D790- that's your map. If you play around with some values (I use #0C) you can walk through the walls and stuff. Makes it easier to rip specific things, especially Link's actions.
thanks for the tip :)
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I've recently done a playthrough of Seasons on VBA. Give me some time to learn how to use the ripper and optimizer and I'll help out with Ages. (Linked game)
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I've almost finished ripping the entire overworld to LA. I'll optimize it once it's done.
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Sweet! On another note, if anyone just doesn't have the time to play through the games (but have the intelligence to use the tools), I can play through them and make the savestates.
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Sweet! On another note, if anyone just doesn't have the time to play through the games (but have the intelligence to use the tools), I can play through them and make the savestates.
:P Nobody has to play through the games; they just need to know how to manipulate it in a way that makes it easy to rip the tiles. Even using a ton of gamegenie codes works fine.
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Sweet! On another note, if anyone just doesn't have the time to play through the games (but have the intelligence to use the tools), I can play through them and make the savestates.
:P Nobody has to play through the games; they just need to know how to manipulate it in a way that makes it easy to rip the tiles. Even using a ton of gamegenie codes works fine.
:P yeah I was just looking for some for MC, found a few good ones.
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Overworld map is ripped; now I'm using TO to remove repeating tiles.
Edit:
All overworld tiles ripped; unoptimized.
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As I told you over IM, I'm gonna work on ripping the Dark World Overworld from Lttp
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w00t! :D
*adds you to list*
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dblpst~
Anyone up for optimization specifically? It's a pain in the ass to organize these tiles without using repeating ones myself. More than one person working on it would be great.
EDIT: If anyone wants to see the process in which I rip tiles---
This "room" was originally the game room. I make the map 00 through FF in sequence. I then take it into TO and optimize it. If there are any animations, I screenshot each frame.
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Here are the tilesets from LACOOP.
I ripped the dungeon tiles, Infini did the basic stuff for the beginning house and I did the rest of the indoor tiles, and Infini did the Overworld.
http://i43.tinypic.com/2yubzw8.png
http://i44.tinypic.com/2z4fx2p.png
http://i42.tinypic.com/rkof2b.png
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I could possibly help out with oracle of seasons, i was thinking of doing the sprites but i will go with the tile sets instead, i was considering too start helping out with resources for once.
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I might do LoZ if I'm not too lazy.
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Add me to the list for Adventure of Link tilesets, all of them.
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While we're at the resource ripping, I might as well ask if anyone still has Atrius' VBA Audio Ripper.
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While we're at the resource ripping, I might as well ask if anyone still has Atrius' VBA Audio Ripper.
I don't have it, but I've used audacity in the past. I just ripped all the raw sounds from MC again (I lost them somehow) but it won't rip waveform patterns, such as bombs exploding, enemies dying.
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I might do LoZ if I'm not too lazy.
Tiles or sprites? :P
Anyway; I've got the dungeons pretty much done. They're all just about the same tileset, so it's easy peasy.
Remember though; people working on LA----
D700 through D790 aren't the "tiles" they use. They're actually blocks of tiles. Each address is 4 tiles. For example, 1F could be.... a spike in the upper left hand and lower right hand corner, and a light in the upper right and bottom left. Games like this use blocks of tiles to save space on the maps.
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Well, for a few weeks I've been working on ripping TMC tiles for the Community Project. I've done some maps. But I don't have a complete save game, nor do I know any codes. Additionally when I get into a dark room which requires the lantern, VBA crashes.
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The codes I use with a European version of the game are at:
http://translate.google.com/translate?u=http://www.triforce-legend.com/jeux/mc/codes/codes.php&sl=fr&tl=en&hl=en&ie=UTF-8
The invincibility code allows Link to not get pushed around by enemies which is useful for ripping enemies with the VBA Ripper. Also, Zophar or some Zelda site probably has a savestate if anyone really needs one - I completed the game myself, but meh.
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4Sword: thnx for the codes, they will be usefull to rip sprites. But the tilesets are more difficult because I can't get to every nook and cranny yet. So a finished save game wood be usefull.
I've added a hyperlink with the work I've done so far. I know they aren't optimized tilesets just yet, but my idea the map ripping is to make the maps as well. You will get the idea of which tiles to use in which situation. To make a tileset out of them is to put them through Windy's Tileset Optimizer.
My work so far: http://home.student.utwente.nl/n.j.hoeijmakers/MCMaps/ (http://home.student.utwente.nl/n.j.hoeijmakers/MCMaps/)
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The link to Windy's Tileset Optimizer (in Mamoruanime's first post) is wrong. It should be:
http://www.zfgc.com/index.php#?action=games&sa=view&id=53
Also, this is a great idea and exactly what ZFGC needs. I'm really loving this. Best of luck to everyone working on this project.
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4Sword: thnx for the codes, they will be usefull to rip sprites. But the tilesets are more difficult because I can't get to every nook and cranny yet. So a finished save game wood be usefull.
I've added a hyperlink with the work I've done so far. I know they aren't optimized tilesets just yet, but my idea the map ripping is to make the maps as well. You will get the idea of which tiles to use in which situation. To make a tileset out of them is to put them through Windy's Tileset Optimizer.
My work so far: http://home.student.utwente.nl/n.j.hoeijmakers/MCMaps/ (http://home.student.utwente.nl/n.j.hoeijmakers/MCMaps/)
That helps a lot. Thanks.
Currently ripping+editing minish woods atm. Will post a preview soon.
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Darklight, it would be a waste to do things double. I've already ripped the following.
Eastern Hills
Hyrule Town Festival
Hyrule Town (Unfinished)
Lon Lon Ranch (Unfinished)
Minish Woods
Mt. Crenel
Mt. Crenel Base
South Hyrule Field
Trilby Highlands
Western Wood
Wind Ruins
Example:
(http://home.student.utwente.nl/n.j.hoeijmakers/MCMaps/Western%20Wood%20Bottom.png)(http://home.student.utwente.nl/n.j.hoeijmakers/MCMaps/Western%20Wood%20Top.png)
But they are just maps, not optimized tilesets. The only reason they aren't posted here is because something goes wrong if I zip it and try to upload. Additionally they are just maps and not tilesets.
I'm currently working on ripping Wind Ruins.
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Darklight, it would be a waste to do things double. I've already ripped the following.
Eastern Hills
Hyrule Town Festival
Hyrule Town (Unfinished)
Lon Lon Ranch (Unfinished)
Minish Woods
Mt. Crenel
Mt. Crenel Base
South Hyrule Field
Trilby Highlands
Western Wood
Wind Ruins
Example:
(http://home.student.utwente.nl/n.j.hoeijmakers/MCMaps/Western%20Wood%20Bottom.png)
(http://home.student.utwente.nl/n.j.hoeijmakers/MCMaps/Western%20Wood%20Top.png)
But they are just maps, not optimized tilesets. The only reason they aren't posted here is because something goes wrong if I zip it and try to upload. Additionally they are just maps and not tilesets.
I'm currently working on ripping Wind Ruins.
Sorry, should have said optimizing/laying out/editing rather than ripping. I already saw the list you have, they'll help a lot :).
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Nice. Oh btw. You might see some graphical error at Hyrule Town on the wall. But that isn't an error in ripping, but an strangeness in the game. I started my GBA game and went to that place. It is actually in the game that the wall on the left and right has a darker streak. Oh and the walls of the dojo in the town are actually grey and not brown.
Coming up next: Hyrule Castle Garden.
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Nice. Oh btw. You might see some graphical error at Hyrule Town on the wall. But that isn't an error in ripping, but an strangeness in the game. I started my GBA game and went to that place. It is actually in the game that the wall on the left and right has a darker streak. Oh and the walls of the dojo in the town are actually grey and not brown.
Coming up next: Hyrule Castle Garden.
I've already noticed a funny tile in the minish woods, one of the grass paths has two corners next to each other.
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Where? Do you mean in the top left corner between the Fairy Fountain and Syrup's house? I just check the GBA game, but it has the same error.
Update:
Finished Hyrule Castle Garden. Here are some issue due to errors in the game. At the bottom layer the south wall has some misses in tile alignment. But in the game these are covered by the top layer. In the top layer the color for transparency with the walls are different from the hedges. There are some corners not filled, because I don't have a code to walk through walls.
(http://home.student.utwente.nl/n.j.hoeijmakers/MCMaps/Hyrule%20Castle%20Garden%20Bottom.png)
(http://home.student.utwente.nl/n.j.hoeijmakers/MCMaps/Hyrule%20Castle%20Garden%20Top.png)
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The link to Windy's Tileset Optimizer (in Mamoruanime's first post) is wrong. It should be:
http://www.zfgc.com/index.php#?action=games&sa=view&id=53
Also, this is a great idea and exactly what ZFGC needs. I'm really loving this. Best of luck to everyone working on this project.
Oops o.o yeah I know why- I had meant to link to both VBA ripper and TO, and I accidentally stopped at VBA ripper and mislabeled it D:
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Well, I posted in the attachments what i currently have.
I'm not quite the best at organizing. Just the few starting areas in the game.
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I won't be able to keep working on the sprites for LA, getting kinda busy lately, sorry :P. I don't really have much to post either, just various sprites from various things.
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I think I have all the overworld tiles here.
EDIT: I missed the grey ground tile. Fix'd. -_-'
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OK, I've just found a working cheat code for rolling thru walls and updated Hyrule Town, Castle Garden and Lon Lon Ranch.
Veil Falls is done.
http://home.student.utwente.nl/n.j.hoeijmakers/MCMaps/Veil%20Falls%20Bottom.png (http://home.student.utwente.nl/n.j.hoeijmakers/MCMaps/Veil%20Falls%20Bottom.png)
http://home.student.utwente.nl/n.j.hoeijmakers/MCMaps/Veil%20Falls%20Top.png (http://home.student.utwente.nl/n.j.hoeijmakers/MCMaps/Veil%20Falls%20Top.png)
Next one coming: Veil Falls
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Very nice Shefali and Niek! :D
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Here are the tilesets from LACOOP.
I ripped the dungeon tiles, Infini did the basic stuff for the beginning house and I did the rest of the indoor tiles, and Infini did the Overworld.
http://i43.tinypic.com/2yubzw8.png
http://i44.tinypic.com/2z4fx2p.png
http://i42.tinypic.com/rkof2b.png
Quoting since it wasn't replied to.
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Sorry I had a response to it but my net went all lame while I was posting :s then I forgot :(
Either way--- awesome rips. I'm going to go through and optimize them for 8x8 and compare for missing tiles and the like. So far this ripping efforts not going so poorly :D
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Sorry I had a response to it but my net went all lame while I was posting :s then I forgot :(
Either way--- awesome rips. I'm going to go through and optimize them for 8x8 and compare for missing tiles and the like. So far this ripping efforts not going so poorly :D
your face
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I agree, good job of handling Mammy. Maybe more people will be willing to do fangames now :P
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Some helpful pointers for people ripping OoA/S-
Collision data starts at address 0000CE00 and ends at 0000CE80.
Map data starts at address 0000CEF0 and ends at 0000CF70.
An example of what it will look like (this is from LA; looks about the same)
(http://i39.tinypic.com/2yzbxbc.png)
If you're ripping sprites and stuff, and theres something in a chest that you can't get to-
F1 is your treasure value (in OoS/A). It'll give you whatever's in the chest on the screen if you open it.
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Back at school this week and working too so it's unlikely I'll get a lot done until the weekend, but I'll see if I can finish the woods tileset by the end of the week.
here's what it's like now, anyway. Only top layer trees and basic ground stuff atm. Still not sure wether or not to leave the gaps in some of the ground tiles, I think it works better for layering the flowers and grass more thickly when you have a grass coloured layer underneath, at least in game maker (what I'm testing it in).
And I will reaarange this once it's done, keep all the ground tiles together etc. Also it works best with an 8x8 snapping grid, but 16x16 works fine for less detailed maps.
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Link & Zelda sprites.
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I'm attempting to get a folder on zfgc.com for this stuff; gotta wait for Andrew to get back though.
Once that's up it'll all be organized for us.
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Maybe you can get a cleanup of the Graphics section to go with it.
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Maybe you can get a cleanup of the Graphics section to go with it.
Well, I'm hoping that's what it becomes. For now however, a temporary holding spot should be fine :P
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Infini can do that for you can't he? He has full FTP access and web panel access doesn't he?
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Infini can do that for you can't he? He has full FTP access and web panel access doesn't he?
XD he forgot his password...
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I have the password as well. Also, the Graphics section will improve in terms of the content in it also based on an idea I am going to implement in about two weeks which does a kind of splitting.
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Okay; I'd like to start organizing tilesets now :P
I'm going to come up with a format for the GB style ones. The goal isn't to remove *every* repeating tile for the sake of ease of use, but reduce the amount of repeated 16x16 squares. Repeated 8x8 isn't a big deal IMO
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Also, check our lovely Resources tab> Graphics > Page 5 for more side-scrollin tiles I did from AoL a while back.
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http://www.zfgc.com/ZeldaGraphics/ is where this stuff is gunna be going soon
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OK, I've finished another map: Royal Valley.
(http://home.student.utwente.nl/n.j.hoeijmakers/MCMaps/Royal%20Valley%20Bottom.png)
All my maps can still be found at:
http://home.student.utwente.nl/n.j.hoeijmakers/MCMaps/ (http://home.student.utwente.nl/n.j.hoeijmakers/MCMaps/)
Update:
Castor Wilds finished as well.
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OK, I've finished another map: Royal Valley.
(http://home.student.utwente.nl/n.j.hoeijmakers/MCMaps/Royal%20Valley%20Bottom.png)
All my maps can still be found at:
http://home.student.utwente.nl/n.j.hoeijmakers/MCMaps/ (http://home.student.utwente.nl/n.j.hoeijmakers/MCMaps/)
Update:
Castor Wilds finished as well.
nice, I guess I'd better keep arranging these then.
I wanted to do castor wilds next :P
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Darklight, one question about the first tileset you made. It uses pink as the background color. Isn't it going to be a problem with the roof of syrup's witch hut?
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Darklight, one question about the first tileset you made. It uses pink as the background color. Isn't it going to be a problem with the roof of syrup's witch hut?
Nope. The value I'm using is r255,g0,b255, it's a horrible colour which is so seldomly used in 2d game images. I just went and colour picked all of the colours in the roof to be sure, none of them match.
BTW, first tileset isn't complete yet. ripping the water tile animations atm, they're painful.
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I don't know if this helps, because it's not a perfect rip, but these are the water tiles I have.
(http://img15.imageshack.us/img15/2442/water2.png)
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I don't know if this helps, because it's not a perfect rip, but these are the water tiles I have.
(http://img15.imageshack.us/img15/2442/water2.png)
They'd definitely help with the main overworld, but I'll still have to rip the ones from different coloured areas.
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http://www.zfgc.com/forum/index.php?topic=11156.0 Here's Atrius' rips if anybody wants to sort through them and give them the proper colors
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What do you mean by proper colors?
Are you talking the greenscale(see below) that was originally used?
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Nah, I mean the GBC palettes each one gets in the game. The sprites stayed pretty uniform :P
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I hope this hasn't died as I just went through the entire first dungeon, Ruto, the cave and marshlands, etc taking about 60 screenshots(I do tiles the old hard fashioned way :/ ).
I'll get them together and upload them laterz.
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Lol it better not have died :p I'm still doing rips XD
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It hasn't died, I've been busy :P
I'm still arranging the tiles and stuff but I'm also planning stuff for a fan game I'm going to make. So chances are that the tiles won't be finished until I need them myself.
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Topic revived with a new set of optimized tiles:
(http://img.photobucket.com/albums/v482/CrystalAngel04/LTTPMiseryMireOptimized.png)
That was a !@#$% >.<
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Hé, it took a while, but I finished mapping North Hyrule Field from the Minish Cap:
(http://home.student.utwente.nl/n.j.hoeijmakers/MCMaps/North%20Hyrule%20Field%20Bottom.png)
(http://home.student.utwente.nl/n.j.hoeijmakers/MCMaps/North%20Hyrule%20Field%20Top.png)
Update: Lake Hylia is also done, with the exception of the upper right corner.
http://home.student.utwente.nl/n.j.hoeijmakers/MCMaps/Lake%20Hylia%20Bottom%20%5BUnfinished%5D.png (http://home.student.utwente.nl/n.j.hoeijmakers/MCMaps/Lake%20Hylia%20Bottom%20%5BUnfinished%5D.png)
http://home.student.utwente.nl/n.j.hoeijmakers/MCMaps/Lake%20Hylia%20Top%20%5BUnfinished%5D.png (http://home.student.utwente.nl/n.j.hoeijmakers/MCMaps/Lake%20Hylia%20Top%20%5BUnfinished%5D.png)
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Take a look at the resource page, I just came across some old ones sitting on a back up disc of Masks of Time and Death =)
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I *think* this guy is Alex_Xela. He goes to ZFGC though. I've seen the pics on the self-reincarnations page on here before.
http://www.geocities.com/alex2539_sprites/rips.html
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Someone save that !@#$% before geocities goes down!
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Someone save that !@#$% before geocities goes down!
I got all the rips and most of the customs.
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What was in that page!? I want to see! ::)
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Ripped another Minish Cap overworld map: Cloud Tops
(http://home.student.utwente.nl/n.j.hoeijmakers/MCMaps/Cloud%20Tops%20L2%20Bottom.png)
and the other maps:
http://home.student.utwente.nl/n.j.hoeijmakers/MCMaps/Cloud%20Tops%20L1%20Bottom.png (http://home.student.utwente.nl/n.j.hoeijmakers/MCMaps/Cloud%20Tops%20L1%20Bottom.png)
http://home.student.utwente.nl/n.j.hoeijmakers/MCMaps/Cloud%20Tops%20L1%20Top.png (http://home.student.utwente.nl/n.j.hoeijmakers/MCMaps/Cloud%20Tops%20L1%20Top.png)
http://home.student.utwente.nl/n.j.hoeijmakers/MCMaps/Cloud%20Tops%20L2%20Top.png (http://home.student.utwente.nl/n.j.hoeijmakers/MCMaps/Cloud%20Tops%20L2%20Top.png)
http://home.student.utwente.nl/n.j.hoeijmakers/MCMaps/Cloud%20Tops%20L3%20Bottom.png (http://home.student.utwente.nl/n.j.hoeijmakers/MCMaps/Cloud%20Tops%20L3%20Bottom.png)
http://home.student.utwente.nl/n.j.hoeijmakers/MCMaps/Cloud%20Tops%20L3%20Top.png (http://home.student.utwente.nl/n.j.hoeijmakers/MCMaps/Cloud%20Tops%20L3%20Top.png)
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Why do I see japanese symbols in the clouds?
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Why do I see japanese symbols in the clouds?
Lmfao, yeah. Look at the bottom-left block-things.
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Because it is like that in the game. If you look correct than you see for every level two layers: A top and a bottom. The bottom layer is drawn beneath Link and the top layer is drawn over it. I have ripped both layers separately. The opaque top parts go over those symbols.
Edit: Another map is done. Deepwood Shrine this time.
(http://home.student.utwente.nl/n.j.hoeijmakers/MCMaps/Deepwood%20Shrine%20Bottom.png)
http://home.student.utwente.nl/n.j.hoeijmakers/MCMaps/Deepwood%20Shrine%20Top.png
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Nice work niek, it's great to see someone still working on this. I'll see if I can get the woods tileset that I edited up later tonight.
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I'd still be pumping out tiles if my computer worked :P I've been on my moms laptop for far too long :(
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The Chinese Symbols look like they're giving some direction to the player, as they're the symbols for above, middle, left and right. I don't know though, I never actually played MC.
Anyway, I guess I'll get around to optimizing some of these.
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The Chinese Symbols look like they're giving some direction to the player, as they're the symbols for above, middle, left and right. I don't know though, I never actually played MC.
And those symbols you won't find anywhere in the game, because they are covered by the top layer.
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Yeah they're just placement guides for the developers