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Author Topic: [Completed] VBA-M Ripper  (Read 3280 times)

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[Completed] VBA-M Ripper
« on: November 06, 2010, 09:25:14 am »
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The sequal to vba ripper, now working on the almost latest copy of VBA-M fixes old bugs, graphics now both work in direct3d as well as opengl.

Use is rather quite complicated, get the to section of the game you want to rip from, what gets ripped depends on what options you choose, by default everything surrounded by a green box will be ripped as one.

Download Links




Legend:
Red boxes - What sprites there are as shown in the OAM
Green Boxes - What the program assumes is the whole sprite
Colored Crosses - Keeps track of where the sprites are on screen, also known as a Tracker
Pink Boxes - Where multiple trackers have been grouped
Vertical Blue Line Over a Green Box - means the sprite will be ripped relative to the y axis of that green box
Horizontal Blue Line Over a Green Box - means the sprite will be ripped relative to the x axis of that green box
Blue Line Between Two Green Boxes - means that one of the sprites will be ripped relative to the other sprites position (may be x or y axis or both)

Options (Found In Tools > Ripping > Sprites):
Capture and Dump - Dumps the collected Sprites Into a directory with the same name and location as the rom.

Exclude Tracker - Excludes a tracker from the ripping process
Rip Only Tracker Groups - Rips only trackers that have been grouped (pink box)
Select Tracker - Selects a Tracker (Can't Remember what for)
Treat Area as Grouped - Treats everything inside the area as one sprite
Match Palettes - Treats tiles that are the same, but have different palettes as different sprites

Clear Tile Relationships - Clears any Tile Relationships you've made
Create Tile Association - Associates two tiles together so the system will recognise to group them
Create Tile Disassociation - Removes the automatic relationship between two tiles so they don't get grouped together by accident

Create Self Origin Link (X Axis) - Rips the sprite relative to it's own x position.
Create Self Origin Link (Y Axis) - Rips the sprite relative to it's own y position.
Create Self Origin Link (X/Y Axis) - Rips the sprite relative to it's own x and y position.
Create Origin Link (X Axis) - Rips the sprite relative to another sprite's x position.
Create Origin Link (Y Axis) - Rips the sprite relative to another sprite's y position.
Create Origin Link (X/Y Axis) - Rips the sprite relative to another sprite's x and y position.

An Extra Tool is provided to turn what gets ripped into a sprite sheet.
« Last Edit: April 22, 2015, 02:17:45 am by 4Sword »
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