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Sharp X68000 graphics problem
#1
Never mind about the compression, you can access more sprites by save stating in the emulator. However, once you view it there's a problem. Is there any way to resolve this? The emulator is XM6G btw.


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#2
I found a way how to rip sprites besides the sprite and background viewer. You'll need the Pro XM6 version and whatever stage your in a game, make sure to select MEM dump. It'll give you two addresses on which location you want to save. In the first address bar, set it to 0 and in the next one, change whatever address you want in length (It's in HEX). Save it to anywhere you want and it'll in BIN format. Open it up in Tilegdd with 4bpp tiles being 8 X 16 and with 8bpp backgrounds 16 X 16. I hope that this makes it even better when it comes to ripping sprites from the Sharp X68000. And the palette is sometimes 15bpp or 16bpp so you might wanna save the palettes from TM since it supports 16bpp when you want the correct palette.
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