Playable Characters
Cecilia Adlehyde

Jack van Burace

Hanpan

Rudy Roughknight
Enemies
Lady Harken

Alhazad

Zeikfried

Zeik Tuvai

Zed

Boomerang

Luceid

Belselk

Mother

Motherfried

Enemies
Friendly Characters
Character Set #1

Character Set #2

Guardians

Asgard/Earth Golem

Animals
Misc.
Protowing Testflight

Protowing/Gullwing Cutscene

Sinking Ghost Ship Cutscene

Rudy's Memories

Epilogue

Rolling Stones

Title

Protowing/Gullwing

Ka Dingel Cutscenes

Dark Tear Incident
Tilesets
Adlehyde

Adlehyde (destroyed)

Adlehyde Castle

Adlehyde Ruin Festival

Pleasing Garden

Volcannon Trap

Mountain Pass

Mount Zenom

Ka Dingel Entrance

Ka Dingel

Memory Temple

Deserted Island

Snow Ravine & Former Photosphere

Ancient Arena

Guardian Shrine

Sweet Candy

Heaven's Corridor

Lolithia's Tomb

Curan Abbey

Sealed Library

De Le Metalica

Filgaia

Elw Dimension

Elw Pyramids

Giant's Cradle

Gemini's Corpse

Isolated Guilds

Gate Generator

Gate Generator Control Chair

Pandemonium

Pandemonium Top

Malduke - Area 11 [Traffic Area]

Malduke - Area 21 [Statue Area]

Malduke - Area 31 [Residential Area]

Malduke - Area 41 [Mine Area]

Malduke - Area 51 [Control Area]

Maze of Death

Photosphere

Photosphere Control Chair

Photosphere Control Chair (destroyed)

Epitaph Sea

Tripillar

Wandering Isle

Dead Sanctuary

Dragon Shrine

Tarjon Village

Sacred Shrine

Forest Mound

Forest Prison

Cage Tower

Demon's Lab

Milama Village

Saint Centour

Rosetta Town

Surf Village

Ship Graveyard

Baskar Village & Baskar Pyramid

Vassim's Lab

Forgotten Ruins

Ancient Altar

Berry Cave

The Abyss

Secret Passage
Okay, the project is dead.
Everytime I view a tileset in PSX-VRAM, one area is without a palette.
I really can't find this silly palette, I swear that I will rip the whole game if I find out how it works:
http://img202.imageshack.us/img202/4103/waadlehyde.png
http://img202.imageshack.us/img202/6263/...stival.png
http://img40.imageshack.us/img40/5749/wa...castle.png
Even Surfer Village is concerned, the outdoors-area is unrippable.
Edit: Old post from above:[spoiler]After Mystic Quest Legend (Final Fantasy Mystic Quest for NTSC-Countries) & Lunar: Silver Star Story Complete, I will try Wild Arms. Each tileset and each NPC-set has only one pallet, which makes it very easy to rip.
Btw, I will also rip further sheets from Lunar SSSC, available in this thread:
http://www.spriters-resource.com/communi...p?tid=8017
And here is the section with the final versions of all Lunar sheets:
http://www.spriters-resource.com/psx_ps2...index.html
------------------------------------------------------------------------------------------
Now, the list with my progress so far:
Tilesets only
- Surfer Village Inner

- Surfer Village Outer

- Temple of Memories

- Mountain Pass

- Adelhyde Inner

- Adelhyde Outer
NPC's
- Surfer Village

- Adelhyde
Sheets:
All Tileset descriptions are translated from German to English by myself (I don't know the English names and I can't look after them due to game spoilers). I think, this time I can only then submit after beating the game (and knowing the correct titles).[/spoiler]
Now that I know about the "hidden" palettes (thx to Deathbringer), I will revive this project with a WIP:
http://img180.imageshack.us/img180/9475/...illage.png
I don't have a clue about the wooden roof, the door and the stone wall, I think I have to rip the whole map as well.
I was totally gonna rip the same stuff, but decided to do a search on it first. XD. I wanna know how you were able to rip off a PS game! XP!
The tool is named PSX-VRAM =)
Program:
http://www.romhacking.net/utils/442/
Tutorial:
http://www.sprites-inc.co.uk/forum/showt...php?t=6300
Quote:Short Explanation in own words:
With F1 you can create a save file, use F2 if you want to switch between your save locations. Go to folder epsxe -> sstates -> now you have a data with the file extension .000-/.001-/.002 or something like that.
Rename this file extension to .gz and unpack it with Winrar or Winzip. Drag this file and drop it into the PSX-VRAM window.
With the keys W, A, S, D you can navigate your red box, which shows you the current graphics you want to view. Switch between the keys 0 and 9 to view both kinds of graphics (different encryptions).
Now the palette:
With your direction keys, you can navigate a red cross to the coloured bars (palettes) to give your sprites the right colours, hold shift if you want to move 1 pixel instead of 16.
Protip: Move horizontally 16 pixel and vertically 1.
Additionally, some other stuff:
epsxe 1.7 with all preferences (use 1.6 if you want to change discs):
http://npshare.de/files/b5b987bf/PSX%20Emus.rar
http://min.us/mbH1D2O
I recommend Snagit 8 for taking pics, it's one of the best screen capture programs in existence and very comfortable (Input: Region, Output: Catalogue). Just hit a predefined key and mark the area you want to capture, the program will take a screen of it.
Thanks so much! Now, I'm totally gonna rip the magic from Final Fantasy Tactics to use on Rpgmaker! ^________^ (wish me luck!)
Oh, quick question. I use PSXfin playstation emulator. Well... It has a setting where you can view that scrambly pallete of all the tiles... I can screenshot that, but I wondering if BMPs will work with that proggie. I was able to drag it in and view it, and change the colors like that guide had shown, but finding the right colors is hard


Is it because it's a BMP or what? Do you know?

;
I'm not sure if I understand you right, but PSX-VRAM works with savestates and not with bmps. I've also never heard of this PSXfin emulator and can't say anything about that.
look at
clut 0, 485/487/389/345, and so on , most of PSX-games are using this 0-grid.
FelixFlywhee Wrote:I'm totally gonna rip the magic from Final Fantasy Tactics to use on Rpgmaker!
I'm using RM2k3, don't expext too much from these PSX-games. Most of these animations look only good because they work very well with alpha transparency and fluid appearing/disappearing animations.
PSXfin has been the best emulator I ever used. It's a lot faster than ePSXe when it comes saving/loading states. It does it instantly, and doesn't stop for a bit and make a skippy sound like ePSXe (maybe that's just me?) , and it has a button that shows the graphic sheet thing that's all scrambly looking. Hmm... I has lots and lots to learn, that's for sure! x__x
Maybe I'm doing something wrong then, but if this is so, then I'll have to find a tool that converts the savestates from PSXfin to the ePSXe format, because I do all my games on PSXfin. -.-
http://i48.tinypic.com/2ef87xc.png
Here's a screenshot of that emulator showing the graphic sheet. It shows it with the F11 key. So if I snapshot this graphic sheet, it couldn't be used on the PSX-VRAM? x__x;
I love this emulator so much


mh, this looks familiar.
Are you sure you can't use the controls from PSX-VRAM on this window?
Late reply. XD!! Nope, I couldn't, it would look very glitchy still, and there would be a bunch of lines going through all the graphics. Like a TV screen or something, only vertically. I guess that's why it has to be a save state file. XD Luckily, I figured all that out + being able to convert save files to epsxe.... Now, if only there was a way to rip sound effects.

;
Quote:Luckily, I figured all that out + being able to convert save files to epsxe....
Could you explain it in a short sentence? Maybe it's helpful for other people =)
Quote:Now, if only there was a way to rip sound effects.
;
There is a program named PSound, I've ripped some sound effects from Thrill Kill with that.
*uses MAX Revive on this thread
Just grabbed a few quicksaves and ripped all the chars & objects from it.