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	<id>https://wiki.vg-resource.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=White-Jet</id>
	<title>The VG Resource Wiki - User contributions [en]</title>
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	<updated>2026-10-10T03:30:23Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.31.1</generator>
	<entry>
		<id>https://wiki.vg-resource.com/index.php?title=Super_Nintendo_Entertainment_System&amp;diff=1491</id>
		<title>Super Nintendo Entertainment System</title>
		<link rel="alternate" type="text/html" href="https://wiki.vg-resource.com/index.php?title=Super_Nintendo_Entertainment_System&amp;diff=1491"/>
		<updated>2017-03-26T01:09:40Z</updated>

		<summary type="html">&lt;p&gt;White-Jet: /* vSNES */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &amp;#039;&amp;#039;&amp;#039;Super Nintendo Entertainment System&amp;#039;&amp;#039;&amp;#039; (also known as the &amp;#039;&amp;#039;&amp;#039;Super NES, SNES or Super Nintendo&amp;#039;&amp;#039;&amp;#039;, and known as the &amp;#039;&amp;#039;&amp;#039;Super Famicom&amp;#039;&amp;#039;&amp;#039; in Japan) is a 16-bit home video game console developed by Nintendo that was released in 1990 in Japan, 1991 in North America, 1992 in Europe and Australasia (Oceania), and 1993 in South America.&lt;br /&gt;
&lt;br /&gt;
==Ripping Tools==&lt;br /&gt;
&lt;br /&gt;
===vSNES===&lt;br /&gt;
&lt;br /&gt;
Uses a similar UI to [[PVV]], but has a much easier to manage interface.&lt;br /&gt;
&lt;br /&gt;
[[File:VSNESinterface.png|framed|center|vSNES interface]]&lt;br /&gt;
&lt;br /&gt;
# Load SaveState (F3): Accesses any SNES ROM with at least one occupied Slot and loads chosen Slot&lt;br /&gt;
# Reload Last SaveState (F5): Refreshes active Slot with recent save&lt;br /&gt;
# Save Current State (Ctrl+S): Saves current active screen to computer.&lt;br /&gt;
# Launch SaveState File&lt;br /&gt;
# Insert Cartridge: Loads from cartridge or ROM&lt;br /&gt;
# Reload last Cartridge&lt;br /&gt;
# Save Current Cartridge&lt;br /&gt;
# Launch Cartridge Files&lt;br /&gt;
# SPC Viewer/Editor: View or edit current game music&lt;br /&gt;
# Movie Editor: Allows loading, viewing, editing and saving of in-game movies (SMV and ZMV)&lt;br /&gt;
# CHT Editor: Alter binary cheat codes from compatible SNES emulators&lt;br /&gt;
# Preview: Displays tiny screenshot of current savestate&lt;br /&gt;
# PalViewer: Displays palette of current savestate&lt;br /&gt;
# MemViewer: Displays tiles of sprites and maps currently loaded into the state&lt;br /&gt;
# SceneViwer: Displays all visible sprites and backgrounds in current state.&lt;br /&gt;
# HexEditor&lt;br /&gt;
# ListEditor&lt;br /&gt;
&lt;br /&gt;
For basic sprite and background ripping your main focus should be SceneViewer, which is easier to isolate and save to an appropriate paint or photo editing software.&lt;br /&gt;
&lt;br /&gt;
[[File:SceneViewer.png|framed|center]]&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Screen&amp;quot; shows the entirety of the current SaveState with 16-bit and 8-bit options, both of which only serve to switch between alias and anti-alias during display.  The Layering box works similarly to the limited disabling capabilities of SNES emulators such as ZSNES in that they only disable what is currently mapped to those layers.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Layers&amp;quot; focuses on three aspects of the state; the regular background, the sprites, and Mode 7 effects (If implemented).&lt;br /&gt;
&lt;br /&gt;
Regular Background mainly uses the first of the four &amp;quot;Bg&amp;quot; modes both for main background and foreground where sprites are normally mapped to.  The third is often reserved for text or dialogue boxes depending on the game being ripped.&lt;br /&gt;
&lt;br /&gt;
Sprites occupy a different layer and separated into parts to be disabled by the list next to the viewer&amp;#039;s display window.  To easily locate and disable any sprites that overlap the ones you wish to rip, simply move the cursor over to that sprite and press tab until the number the sprite is mapped to is highlighted, then press the spacebar to uncheck it.&lt;br /&gt;
&lt;br /&gt;
Finally, Mode 7 backgrounds are for backgrounds or sprites that have been assigned to the SNES&amp;#039; Mode 7 capabilities, displaying their original, unaltered ratio either as a fully visible image, or in chunks viewable only when necessary for the current scene.&lt;br /&gt;
&lt;br /&gt;
==Suggested Emulators==&lt;br /&gt;
===zSNES===&lt;br /&gt;
&lt;br /&gt;
===SNES9X===&lt;br /&gt;
&lt;br /&gt;
===[[BizHawk]]===&lt;br /&gt;
&lt;br /&gt;
{{Consoles}}&lt;br /&gt;
[[Category:Consoles]]&lt;/div&gt;</summary>
		<author><name>White-Jet</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.vg-resource.com/index.php?title=File:SceneViewer.png&amp;diff=1490</id>
		<title>File:SceneViewer.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.vg-resource.com/index.php?title=File:SceneViewer.png&amp;diff=1490"/>
		<updated>2017-03-26T00:33:03Z</updated>

		<summary type="html">&lt;p&gt;White-Jet: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>White-Jet</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.vg-resource.com/index.php?title=File:VSNESinterface.png&amp;diff=1489</id>
		<title>File:VSNESinterface.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.vg-resource.com/index.php?title=File:VSNESinterface.png&amp;diff=1489"/>
		<updated>2017-03-25T23:29:49Z</updated>

		<summary type="html">&lt;p&gt;White-Jet: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>White-Jet</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.vg-resource.com/index.php?title=PlayStation_Portable&amp;diff=1479</id>
		<title>PlayStation Portable</title>
		<link rel="alternate" type="text/html" href="https://wiki.vg-resource.com/index.php?title=PlayStation_Portable&amp;diff=1479"/>
		<updated>2017-02-26T07:41:26Z</updated>

		<summary type="html">&lt;p&gt;White-Jet: /* PPSSPP */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:PSP-1000.jpg|right|350px|link=]]&lt;br /&gt;
The PlayStation Portable (or PSP) is a handheld game console made by Sony in 2004.&lt;br /&gt;
&lt;br /&gt;
PSP is the only handheld video game console to use Universal Media Disc (UMD) as its primary storage medium.&lt;br /&gt;
&lt;br /&gt;
==Ripping Tools==&lt;br /&gt;
Most PSP game rips come in the form of an ISO file. These can be mounted or viewed using standard mounting tools, such as [[Daemon Tools]], and the game&amp;#039;s files can be viewed using your computer&amp;#039;s file explorer.&lt;br /&gt;
&lt;br /&gt;
In some cases, games will come in &amp;quot;.CSO&amp;quot; format. These will need to be converted into an ISO format before being used. There are a number of conversion tools available online.&lt;br /&gt;
&lt;br /&gt;
===Gitmo===&lt;br /&gt;
[[File:Gitmo-screenshot.png|thumb|right|200px|Gitmo interface]]&lt;br /&gt;
&lt;br /&gt;
Gitmo is a free tool that finds and extracts [[GMO]] and [[GIM]] files. It is available for Windows at [http://www.richwhitehouse.com/index.php?content=inc_projects.php&amp;amp;showcat=Everything&amp;amp;page=2#prjmp88 www.richwhitehouse.com].&lt;br /&gt;
&lt;br /&gt;
In order to use it you need to: &lt;br /&gt;
# Specify the path to a file or a folder you wish to search &lt;br /&gt;
# Specify the path to the folder where you want found files to be extracted&lt;br /&gt;
# Click the &amp;quot;Grab&amp;quot; button&lt;br /&gt;
&lt;br /&gt;
It is also possible to convert extracted GIM files to PNG right away or disable the extraction of GIM files at all.&lt;br /&gt;
&lt;br /&gt;
The main downside of this method is that Gitmo can not extract the files with their original names and directory structure. It makes identifying the models and finding correct textures troublesome, but in many cases it is the only available option.&lt;br /&gt;
===Texture Extractor/Reinserter (TextER)===&lt;br /&gt;
TextER can be found for Windows at [http://www.romhacking.net/utilities/659 www.romhacking.net]. It allows you to extract .[[GIM]] files found within other files. This method doesn&amp;#039;t return the correct file names, but the benefit it gives over [[PlayStation_Portable#Gitmo|Gitmo]] is that it can be used from a command line, gives a better file name as a result, and often produces more reliable results.&lt;br /&gt;
&lt;br /&gt;
A batch file can be created to make ripping [[GIM]] files from multiple containers quicker. Save the code below into a &amp;quot;.bat&amp;quot; file, and include it in the same file as texter. Running the .bat file will then extract any gim files found within all of the files in the same folder as both TextER.exe and your batch file.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;for %%X in (*.*) do texter -e &amp;quot;%%X&amp;quot; -gim&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===GimConv===&lt;br /&gt;
&lt;br /&gt;
===[[Noesis]]===&lt;br /&gt;
Can be used with several common sprite, texture and model formats for the PSP, as well as a number of specific PSP games.&lt;br /&gt;
&lt;br /&gt;
For more information, see the [[Noesis]] page.&lt;br /&gt;
&lt;br /&gt;
==Common File Formats==&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;.[[GMO]]&amp;#039;&amp;#039;&amp;#039; - Model/Animation data (supported by [[Noesis]])&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;.[[GIM]]&amp;#039;&amp;#039;&amp;#039; - Texture/Sprite data (supported by [[Noesis]])&lt;br /&gt;
&lt;br /&gt;
==Recommended Emulators==&lt;br /&gt;
===PPSSPP===&lt;br /&gt;
Surprisingly good PSP emulator with high compatibility. Still a WIP, so some games won&amp;#039;t work.&lt;br /&gt;
==== GE Debugger Tutorial ====&lt;br /&gt;
PPSSPP comes with a graphics viewer that not only draws out the frame, but also presents sprites in their entirety depending on the game used.&lt;br /&gt;
&lt;br /&gt;
GE Debugger can be accessed in the Debug menu, or by pressing Ctrl G, at any point during gameplay.&lt;br /&gt;
&lt;br /&gt;
[[File:GEDebuggerBreakdown.png|center]]&lt;br /&gt;
&lt;br /&gt;
# Step Frame: Advances emulator by one frame.&lt;br /&gt;
# Step Tex: Draws current frame one texture at a time (Background, shadows if any, sprites, passable objects).&lt;br /&gt;
# Step Draw: Draws current frame one tile at a time.&lt;br /&gt;
# Step Prim: A faster method of Step Draw, but with a red highlight that passes through the drawn scene, adding more tiles with each press of the button.  Holding down Enter while Step Prim is highlighted will draw the entire scene quicker and jump to the next frame.&lt;br /&gt;
# Step Into: Similar to Step Prim, but focuses on adding connected tiles and sprites obtained from the &amp;quot;CLUT&amp;quot; (a.k.a &amp;quot;clutter&amp;quot;, first shown in the smaller of the two windows).&lt;br /&gt;
# Resume: Unpauses Emulator while GE Debugger is still active.&lt;br /&gt;
# Force Opaque: Adds transparency, though some portions will only dim the transparency to a nonexistent shade.&lt;br /&gt;
# Show CLUT: Replaces current frame with the tiles or sprites that have been drawn into the frame, while adding their palettes to the smaller window.&lt;br /&gt;
&lt;br /&gt;
It is best to pause the emulator at the point you wish to view or rip sprites by pressing F8 as it will not automatically pause once the window appears.  Afterwards, click on the emulator and unpause it.  The first time will still freeze the emulator, but afterwards, you must press one of the &amp;quot;Step&amp;quot; buttons in order to halt progress.&lt;br /&gt;
&lt;br /&gt;
When accessing a new frame, the entire scene will be washed out, leaving you to press any of the &amp;quot;Step&amp;quot; buttons in order to draw the scene in.  There is currently no known way of saving either the background or the CLUT other than printing the screen and pasting it to a paint editing software.&lt;br /&gt;
&lt;br /&gt;
For Backgrounds, it&amp;#039;s best to use &amp;quot;Step Tex&amp;quot; to draw the scene as it appears (minus any passable objects), then Print Screen to whichever paint software you desire, then continue drawing the frame until the rest of the background is presented, or combine them with tiles matching whichever part of the object is tangible.&lt;br /&gt;
&lt;br /&gt;
For Sprites, make sure &amp;quot;Show CLUT&amp;quot; is unchecked.  GE draws the frame from back to front, meaning the tiles for the farthest background will be drawn first.  Press &amp;quot;Step Tex&amp;quot; until you see the incomplete background, then use &amp;quot;Step Draw&amp;quot; while paying attention to the CLUT on the smaller window until the tiles switch to the current sprites in the area.  Check &amp;quot;Show CLUT&amp;quot; and you will quickly notice that the sprites are too small and pixelated to be ripped.  That&amp;#039;s because both windows, by default, shrinks the sheet to fit their dimensions.  Double clicking the window the CLUT shows up in will zoom them to their proper size, so all that&amp;#039;s left is to find the appropriate sprites by clicking anywhere within the window and dragging it around until the sprites appear.&lt;br /&gt;
&lt;br /&gt;
===Jpcsp===&lt;br /&gt;
&lt;br /&gt;
==Specific Game Pages==&lt;br /&gt;
&amp;lt;DynamicPageList&amp;gt;&lt;br /&gt;
category = PlayStation Portable Games&lt;br /&gt;
ordermethod = sortkey&lt;br /&gt;
order     = ascending&lt;br /&gt;
&amp;lt;/DynamicPageList&amp;gt;&lt;br /&gt;
{{Consoles}}&lt;br /&gt;
[[Category:Consoles]]&lt;br /&gt;
[[Category:Ripping Tools]]&lt;/div&gt;</summary>
		<author><name>White-Jet</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.vg-resource.com/index.php?title=File:GEDebuggerBreakdown.png&amp;diff=1478</id>
		<title>File:GEDebuggerBreakdown.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.vg-resource.com/index.php?title=File:GEDebuggerBreakdown.png&amp;diff=1478"/>
		<updated>2017-02-26T06:18:01Z</updated>

		<summary type="html">&lt;p&gt;White-Jet: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>White-Jet</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.vg-resource.com/index.php?title=Nintendo_DS&amp;diff=1390</id>
		<title>Nintendo DS</title>
		<link rel="alternate" type="text/html" href="https://wiki.vg-resource.com/index.php?title=Nintendo_DS&amp;diff=1390"/>
		<updated>2015-04-14T12:35:38Z</updated>

		<summary type="html">&lt;p&gt;White-Jet: /* .SDat */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:NintendoDS.png|right|link=]]&lt;br /&gt;
The Nintendo DS is a portable handheld created by Nintendo in 2004. The system featured many games that made use of the latest 3D technology, but also contained its fair share of sprite-based titles.&lt;br /&gt;
&lt;br /&gt;
==Ripping Tools==&lt;br /&gt;
===DS Tools===&lt;br /&gt;
* Wood Dumper&lt;br /&gt;
* NDS Backup Tool Wifi&lt;br /&gt;
&lt;br /&gt;
===PC Tools===&lt;br /&gt;
* Tinke&lt;br /&gt;
* DSLazy&lt;br /&gt;
* Oil of Vitriol&lt;br /&gt;
====[http://www.romhacking.net/forum/index.php/topic,8407.0.html Console Tool]====&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Console Tool&amp;#039;&amp;#039;&amp;#039; is a program that allows you to view the files in an NDS ROM, and export them.&lt;br /&gt;
====[https://www.dropbox.com/s/yae7ys42x9ndmw5/beta11.zip MKDS Course Modifier]====&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;MKDS Course Modifier&amp;#039;&amp;#039;&amp;#039; views the common NDS model format (read below) and allows the models to be exported in .OBJ format.&lt;br /&gt;
* Every File Explorer&lt;br /&gt;
* NDSHeader (aka NDS Header Viewer)&lt;br /&gt;
* NSMBe (aka New Super Mario Bros. Editor)&lt;br /&gt;
* SM64DSe (aka Super Mario 64 DS Editor)&lt;br /&gt;
&lt;br /&gt;
===Physical Tools===&lt;br /&gt;
* NDS backup Adapter+&lt;br /&gt;
* NEO SMS4&lt;br /&gt;
&lt;br /&gt;
==Common File Formats==&lt;br /&gt;
===NITRO File Formats===&lt;br /&gt;
&amp;#039;&amp;#039;For more details on this file format, please visit the [[Nitro Files]] page.&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
The Nitro file system is a set of basic files created by Nintendo that helped developers quickly and easily develop titles for the console. Because of the simplicity of these files and the way they&amp;#039;re created, it is the easiest common format on the DS to rip.&lt;br /&gt;
&lt;br /&gt;
Formats include, but are not limited to, the following:&lt;br /&gt;
&lt;br /&gt;
NCLR → Palette (Nitro CoLoR)&lt;br /&gt;
&lt;br /&gt;
NCGR → Graphical Tiles (Nitro Character Graphic Resource)&lt;br /&gt;
&lt;br /&gt;
NBGR → Graphical Tiles (Nitro Basic Graphic Resource)&lt;br /&gt;
&lt;br /&gt;
NSCR → Maps/Images (Nitro SCreen Resource)&lt;br /&gt;
&lt;br /&gt;
NCER → Tile Arrangement Information (Nitro CEll Resource)&lt;br /&gt;
&lt;br /&gt;
NANR → Animation Information (Nitro ANimation Resource)&lt;br /&gt;
&lt;br /&gt;
NSBMD → 3D Model Data&lt;br /&gt;
&lt;br /&gt;
NSBTX → Model Texture Data&lt;br /&gt;
&lt;br /&gt;
===.NARC or .ARC===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===.SDat===&lt;br /&gt;
&lt;br /&gt;
Sound Database: where sound and music are stored.  To access through Tinke, highlight the file containing the .SDat icon (A musical note) and click &amp;quot;View&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The only folders with accessible files are SWAR (for sound effects and individual sounds for music compositions) and STRM (depending on the game, contains fully assembled musical numbers, or cover songs broken into small segments of roughly 5-11secs each).&lt;br /&gt;
&lt;br /&gt;
===.LZ===&lt;br /&gt;
&lt;br /&gt;
==Suggested Emulators==&lt;br /&gt;
&lt;br /&gt;
===DeSmuMe===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Specific Game Pages==&lt;br /&gt;
&amp;lt;DynamicPageList&amp;gt;&lt;br /&gt;
category = Nintendo DS Games&lt;br /&gt;
ordermethod = sortkey&lt;br /&gt;
order     = ascending&lt;br /&gt;
&amp;lt;/DynamicPageList&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Consoles}}&lt;br /&gt;
[[Category:Consoles]]&lt;/div&gt;</summary>
		<author><name>White-Jet</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.vg-resource.com/index.php?title=PlayStation_Portable&amp;diff=1308</id>
		<title>PlayStation Portable</title>
		<link rel="alternate" type="text/html" href="https://wiki.vg-resource.com/index.php?title=PlayStation_Portable&amp;diff=1308"/>
		<updated>2014-09-27T05:19:23Z</updated>

		<summary type="html">&lt;p&gt;White-Jet: /* Recommended Emulators */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:PSP-1000.jpg|right|350px|link=]]&lt;br /&gt;
The PlayStation Portable (or PSP) is a handheld game console made by Sony in 2004.&lt;br /&gt;
&lt;br /&gt;
PSP is the only handheld video game console to use Universal Media Disc (UMD) as its primary storage medium.&lt;br /&gt;
&lt;br /&gt;
==Ripping Tools==&lt;br /&gt;
Most PSP game rips come in the form of an ISO file. These can be mounted or viewed using standard mounting tools, such as [[Daemon Tools]], and the game&amp;#039;s files can be viewed using your computer&amp;#039;s file explorer.&lt;br /&gt;
&lt;br /&gt;
In some cases, games will come in &amp;quot;.CSO&amp;quot; format. These will need to be converted into an ISO format before being used. There are a number of conversion tools available online.&lt;br /&gt;
&lt;br /&gt;
===Gitmo===&lt;br /&gt;
[[File:Gitmo-screenshot.png|thumb|right|200px|Gitmo interface]]&lt;br /&gt;
&lt;br /&gt;
Gitmo is a free tool that finds and extracts [[GMO]] and [[GIM]] files. It is available for Windows at [http://www.richwhitehouse.com/index.php?content=inc_projects.php&amp;amp;showcat=Everything&amp;amp;page=2#prjmp88 www.richwhitehouse.com].&lt;br /&gt;
&lt;br /&gt;
In order to use it you need to: &lt;br /&gt;
# Specify the path to a file or a folder you wish to search &lt;br /&gt;
# Specify the path to the folder where you want found files to be extracted&lt;br /&gt;
# Click the &amp;quot;Grab&amp;quot; button&lt;br /&gt;
&lt;br /&gt;
It is also possible to convert extracted GIM files to PNG right away or disable the extraction of GIM files at all.&lt;br /&gt;
&lt;br /&gt;
The main downside of this method is that Gitmo can not extract the files with their original names and directory structure. It makes identifying the models and finding correct textures troublesome, but in many cases it is the only available option.&lt;br /&gt;
===Texture Extractor/Reinserter (TextER)===&lt;br /&gt;
TextER can be found for Windows at [http://www.romhacking.net/utilities/659 www.romhacking.net]. It allows you to extract .[[GIM]] files found within other files. This method doesn&amp;#039;t return the correct file names, but the benefit it gives over [[PlayStation_Portable#Gitmo|Gitmo]] is that it can be used from a command line, gives a better file name as a result, and often produces more reliable results.&lt;br /&gt;
&lt;br /&gt;
A batch file can be created to make ripping [[GIM]] files from multiple containers quicker. Save the code below into a &amp;quot;.bat&amp;quot; file, and include it in the same file as texter. Running the .bat file will then extract any gim files found within all of the files in the same folder as both TextER.exe and your batch file.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;for %%X in (*.*) do texter -e &amp;quot;%%X&amp;quot; -gim&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===GimConv===&lt;br /&gt;
&lt;br /&gt;
===[[Noesis]]===&lt;br /&gt;
Can be used with several common sprite, texture and model formats for the PSP, as well as a number of specific PSP games.&lt;br /&gt;
&lt;br /&gt;
For more information, see the [[Noesis]] page.&lt;br /&gt;
&lt;br /&gt;
==Common File Formats==&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;.[[GMO]]&amp;#039;&amp;#039;&amp;#039; - Model/Animation data (supported by [[Noesis]])&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;.[[GIM]]&amp;#039;&amp;#039;&amp;#039; - Texture/Sprite data (supported by [[Noesis]])&lt;br /&gt;
&lt;br /&gt;
==Recommended Emulators==&lt;br /&gt;
===PPSSPP===&lt;br /&gt;
Surprisingly good PSP emulator with high compatibility. Still a WIP, so some games won&amp;#039;t work.&lt;br /&gt;
===Jpcsp===&lt;br /&gt;
&lt;br /&gt;
==Specific Game Pages==&lt;br /&gt;
&amp;lt;DynamicPageList&amp;gt;&lt;br /&gt;
category = PlayStation Portable Games&lt;br /&gt;
ordermethod = sortkey&lt;br /&gt;
order     = ascending&lt;br /&gt;
&amp;lt;/DynamicPageList&amp;gt;&lt;br /&gt;
{{Consoles}}&lt;br /&gt;
[[Category:Consoles]]&lt;br /&gt;
[[Category:Ripping Tools]]&lt;/div&gt;</summary>
		<author><name>White-Jet</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.vg-resource.com/index.php?title=Moero!_Nekketsu_Rhythm_Damashii_Osu!_Tatakae!_Ouendan_2&amp;diff=1307</id>
		<title>Moero! Nekketsu Rhythm Damashii Osu! Tatakae! Ouendan 2</title>
		<link rel="alternate" type="text/html" href="https://wiki.vg-resource.com/index.php?title=Moero!_Nekketsu_Rhythm_Damashii_Osu!_Tatakae!_Ouendan_2&amp;diff=1307"/>
		<updated>2014-09-25T07:12:24Z</updated>

		<summary type="html">&lt;p&gt;White-Jet: /* Ripping Tutorial */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Gameinfo&lt;br /&gt;
| title=        Moero! Nekketsu Rhythm Damashii Osu! Tatakae! Ouendan 2&lt;br /&gt;
| developer=    iNiS&lt;br /&gt;
| publishers=    Nintendo&lt;br /&gt;
| system=       Nintendo DS&lt;br /&gt;
}}&lt;br /&gt;
Moero! Nekketsu Rhythm Damashii Osu! Tatakae! Ouendan 2 (燃えろ！熱血リズム魂　押忍！闘え！応援団２: Let&amp;#039;s Go! Hot-Blooded Rhythm Spirit: Go! Fight! Cheering Squad 2) is the official sequel to [[Osu! Tatakae! Ouendan]].  The returning squad, living in the town of Yuhi, must now deal with a rival squad taking up residence in the adjacent town of Asahi.  While occasionally confronting each other, they must also help 15 new individuals (one of which returns from the first game while another is the son of another character from the same game), plus 3 extra characters.&lt;br /&gt;
&lt;br /&gt;
The mechanics have borrowed and improved from [[Elite Beat Agents]], introducing a new unlockable that takes away the timing circle and gradually fazes out the markers, forcing players to memorize the timing and placement of the rhythm, and the option to play as the Agents throughout both towns, as well as being able to play as J and the yellow tabby from the original Ouendan in Multiplayer (originally a limited DS download in Japan, now only unlockable through cheating devices such as Action Replay).&lt;br /&gt;
&lt;br /&gt;
==File Formats==&lt;br /&gt;
===2D Images===&lt;br /&gt;
* NCLR (Palette)&lt;br /&gt;
* NCGR (Tiles)&lt;br /&gt;
* NCSR (Image Tiles)&lt;br /&gt;
* NCER (Multiple Tiles)&lt;br /&gt;
* NANR (Animation; rarely used)&lt;br /&gt;
===2D Sprites===&lt;br /&gt;
* ntfp (Palette)&lt;br /&gt;
* ntft (Tiles)&lt;br /&gt;
===3D===&lt;br /&gt;
* nsbmd (Models + Texture)&lt;br /&gt;
* nsbca (Animation)&lt;br /&gt;
===Sound and Music===&lt;br /&gt;
* SDat&lt;br /&gt;
&lt;br /&gt;
==Ripping Tutorial==&lt;br /&gt;
&lt;br /&gt;
[[File:1OZLExample.png|thumbnail|right|An example of the files used for the Lighthearted Cheer&amp;#039;s intermission scenes]]Unfortunately, due to the fact that the files are compressed with an algorithm similar to the one used in the PAL versions of Elite Beat Agents, [1OZL], Ouendan 2 cannot be easily ripped through DS ripping programs such as Tinke and Console Tools, so until the mentioned software are updated to compensate for the compression file, or a different DS ripping tool comes along to bypass it, only the SDat folder can be accessed, viewed, and exported through Tinke.  As for sprites and images, the best possible solution is to use DeSmuME&amp;#039;s layer disabler, and built-in OAM and Map Viewers, provided they aren&amp;#039;t presented with a black background.&lt;br /&gt;
Attempting to use the hot keys to get over the lack of a decompression option only produces the following problems listed below:&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:1OZLPaletteError.png|Attempting to access palette (P)&lt;br /&gt;
File:1OZLTileError.png|Attempting to access tiles (T)&lt;br /&gt;
File:1OZLMapError1.png|Attempting to access full Image (M)&lt;br /&gt;
File:1OZLMapError2.png|Attempting to access full image after changing the palette&amp;#039;s depth&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
[[File:CarryOverEBA.png|thumbnail|right|Finding Commander Kahn&amp;#039;s in-game portrait among Ouendan 2&amp;#039;s data]]Don&amp;#039;t be fooled by what compression folders you do find.  Because Ouendan 2 shares the same engine as Elite Beat Agents (And to some extent the original Ouendan), many sprites and images from both games carry over into Ouendan 2.  So what you think is an unused portrait of Commander Kahn is really old compression files that haven&amp;#039;t been removed from the earlier two games.&lt;/div&gt;</summary>
		<author><name>White-Jet</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.vg-resource.com/index.php?title=Moero!_Nekketsu_Rhythm_Damashii_Osu!_Tatakae!_Ouendan_2&amp;diff=1306</id>
		<title>Moero! Nekketsu Rhythm Damashii Osu! Tatakae! Ouendan 2</title>
		<link rel="alternate" type="text/html" href="https://wiki.vg-resource.com/index.php?title=Moero!_Nekketsu_Rhythm_Damashii_Osu!_Tatakae!_Ouendan_2&amp;diff=1306"/>
		<updated>2014-09-25T07:03:09Z</updated>

		<summary type="html">&lt;p&gt;White-Jet: /* File Formats */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Gameinfo&lt;br /&gt;
| title=        Moero! Nekketsu Rhythm Damashii Osu! Tatakae! Ouendan 2&lt;br /&gt;
| developer=    iNiS&lt;br /&gt;
| publishers=    Nintendo&lt;br /&gt;
| system=       Nintendo DS&lt;br /&gt;
}}&lt;br /&gt;
Moero! Nekketsu Rhythm Damashii Osu! Tatakae! Ouendan 2 (燃えろ！熱血リズム魂　押忍！闘え！応援団２: Let&amp;#039;s Go! Hot-Blooded Rhythm Spirit: Go! Fight! Cheering Squad 2) is the official sequel to [[Osu! Tatakae! Ouendan]].  The returning squad, living in the town of Yuhi, must now deal with a rival squad taking up residence in the adjacent town of Asahi.  While occasionally confronting each other, they must also help 15 new individuals (one of which returns from the first game while another is the son of another character from the same game), plus 3 extra characters.&lt;br /&gt;
&lt;br /&gt;
The mechanics have borrowed and improved from [[Elite Beat Agents]], introducing a new unlockable that takes away the timing circle and gradually fazes out the markers, forcing players to memorize the timing and placement of the rhythm, and the option to play as the Agents throughout both towns, as well as being able to play as J and the yellow tabby from the original Ouendan in Multiplayer (originally a limited DS download in Japan, now only unlockable through cheating devices such as Action Replay).&lt;br /&gt;
&lt;br /&gt;
==File Formats==&lt;br /&gt;
===2D Images===&lt;br /&gt;
* NCLR (Palette)&lt;br /&gt;
* NCGR (Tiles)&lt;br /&gt;
* NCSR (Image Tiles)&lt;br /&gt;
* NCER (Multiple Tiles)&lt;br /&gt;
* NANR (Animation; rarely used)&lt;br /&gt;
===2D Sprites===&lt;br /&gt;
* ntfp (Palette)&lt;br /&gt;
* ntft (Tiles)&lt;br /&gt;
===3D===&lt;br /&gt;
* nsbmd (Models + Texture)&lt;br /&gt;
* nsbca (Animation)&lt;br /&gt;
===Sound and Music===&lt;br /&gt;
* SDat&lt;br /&gt;
&lt;br /&gt;
==Ripping Tutorial==&lt;br /&gt;
&lt;br /&gt;
[[File:1OZLExample.png|thumbnail|right|An example of the files used for the Lighthearted Cheer&amp;#039;s intermission scenes]]Unfortunately, due to the fact that the files are compressed with an algorithm similar to the one used in the PAL versions of Elite Beat Agents, [1OZL], Ouendan 2 cannot be easily ripped through DS ripping programs such as Tinke and Console Tools, so until the mentioned software are updated to compensate for the compression file, or a different DS ripping tool comes along to bypass it, the best chance you have of at least getting the sprites and images is to use DeSmuMe&amp;#039;s built-in Map and OAM Viewers, or disable layers and hope they don&amp;#039;t contain a black background.&lt;br /&gt;
Attempting to use the hot keys to get over the lack of a decompression option only produces the following problems listed below:&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:1OZLPaletteError.png|Attempting to access palette (P)&lt;br /&gt;
File:1OZLTileError.png|Attempting to access tiles (T)&lt;br /&gt;
File:1OZLMapError1.png|Attempting to access full Image (M)&lt;br /&gt;
File:1OZLMapError2.png|Attempting to access full image after changing the palette&amp;#039;s depth&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
[[File:CarryOverEBA.png|thumbnail|right|Finding Commander Kahn&amp;#039;s in-game portrait among Ouendan 2&amp;#039;s data]]Don&amp;#039;t be fooled by what compression folders you do find.  Because Ouendan 2 shares the same engine as Elite Beat Agents (And to some extent the original Ouendan), many sprites and images from both games carry over into Ouendan 2.  So what you think is an unused portrait of Commander Kahn is really old compression files that haven&amp;#039;t been removed from the earlier two games.&lt;/div&gt;</summary>
		<author><name>White-Jet</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.vg-resource.com/index.php?title=Elite_Beat_Agents&amp;diff=1305</id>
		<title>Elite Beat Agents</title>
		<link rel="alternate" type="text/html" href="https://wiki.vg-resource.com/index.php?title=Elite_Beat_Agents&amp;diff=1305"/>
		<updated>2014-09-25T07:00:40Z</updated>

		<summary type="html">&lt;p&gt;White-Jet: /* Ripping Tutorial */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Gameinfo&lt;br /&gt;
| title=        Elite Beat Agents&lt;br /&gt;
| developer=    iNiS&lt;br /&gt;
| publishers=    Nintendo&lt;br /&gt;
| system=       Nintendo DS&lt;br /&gt;
}}&lt;br /&gt;
Elite Beat Agents is a rhythm tapping game published by iNiS and Nintendo.  It is a spiritual sequel to [[Osu! Tatakae! Ouendan]] starring an agency of men (Agents) and women (Divas) responding to the cries of over 15 individuals (plus 3 extra).  Elements from Elite Beat Agents, including their 3D models, have been incorporated and improved upon in the Ouendan sequel, [[Moero! Nekketsu Rhythm Damashii Osu! Tatakae! Ouendan 2]].&lt;br /&gt;
&lt;br /&gt;
==File Formats==&lt;br /&gt;
===2D Images===&lt;br /&gt;
* NCLR (Palette)&lt;br /&gt;
* NCGR (Tiles)&lt;br /&gt;
* NCSR (Image Tiles)&lt;br /&gt;
* NCER (Multiple Tiles)&lt;br /&gt;
* NANR (Animation; rarely used)&lt;br /&gt;
===2D Sprites===&lt;br /&gt;
* ntfp (Palette)&lt;br /&gt;
* ntft (Tiles)&lt;br /&gt;
===3D===&lt;br /&gt;
* nsbmd (Models + Texture)&lt;br /&gt;
* nsbca (Animation)&lt;br /&gt;
===Sound and Music===&lt;br /&gt;
* SDat&lt;br /&gt;
&lt;br /&gt;
==Ripping Tutorial==&lt;br /&gt;
&lt;br /&gt;
See [[Osu! Tatakae! Ouendan]] for all four tutorials.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
* Make sure the ROM is NTSC (U) if you intend to rip sprites and models through Tinke or Console Tool.  PAL ports have been reformatted with a new compression file [1OZL], that makes accessing palettes, tiles and maps virtually impossible regardless of how exact you follow the instructions lined out in the link above.&lt;br /&gt;
** However, sound and music files can still be accessed and exported through Tinke.&lt;br /&gt;
* If you come across files that look like they belong in the Ouendan game, don&amp;#039;t assume they&amp;#039;re unused or hidden data eluding to the Ouendan cast being playable.  Because EBA was created using Ouendan&amp;#039;s game engine, some of the files from the earlier game are carried over and left untouched, which can sometimes make separating them from the files difficult for first time viewers looking for a particular image to rip.&lt;br /&gt;
* The models of each Agent and Diva have been moved to the folder &amp;quot;mdl&amp;quot; and is harder to identify without looking at the texture provided.&lt;br /&gt;
**Unlike Ouendan, however, the supports that accompany the Agents (Morris and Derek) and Divas (Missy and Foxx) are in separate files rather than bunched together.  This is most likely due to the updated Multiplayer which allows players to choose which character they want to play as rather than just picking a difficulty.&lt;br /&gt;
**Also, unlike Ouendan, each stage has their own move set for the Agents/Divas, so their animation isn&amp;#039;t shared by a single file.&lt;/div&gt;</summary>
		<author><name>White-Jet</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.vg-resource.com/index.php?title=Elite_Beat_Agents&amp;diff=1304</id>
		<title>Elite Beat Agents</title>
		<link rel="alternate" type="text/html" href="https://wiki.vg-resource.com/index.php?title=Elite_Beat_Agents&amp;diff=1304"/>
		<updated>2014-09-25T07:00:26Z</updated>

		<summary type="html">&lt;p&gt;White-Jet: /* Notes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Gameinfo&lt;br /&gt;
| title=        Elite Beat Agents&lt;br /&gt;
| developer=    iNiS&lt;br /&gt;
| publishers=    Nintendo&lt;br /&gt;
| system=       Nintendo DS&lt;br /&gt;
}}&lt;br /&gt;
Elite Beat Agents is a rhythm tapping game published by iNiS and Nintendo.  It is a spiritual sequel to [[Osu! Tatakae! Ouendan]] starring an agency of men (Agents) and women (Divas) responding to the cries of over 15 individuals (plus 3 extra).  Elements from Elite Beat Agents, including their 3D models, have been incorporated and improved upon in the Ouendan sequel, [[Moero! Nekketsu Rhythm Damashii Osu! Tatakae! Ouendan 2]].&lt;br /&gt;
&lt;br /&gt;
==File Formats==&lt;br /&gt;
===2D Images===&lt;br /&gt;
* NCLR (Palette)&lt;br /&gt;
* NCGR (Tiles)&lt;br /&gt;
* NCSR (Image Tiles)&lt;br /&gt;
* NCER (Multiple Tiles)&lt;br /&gt;
* NANR (Animation; rarely used)&lt;br /&gt;
===2D Sprites===&lt;br /&gt;
* ntfp (Palette)&lt;br /&gt;
* ntft (Tiles)&lt;br /&gt;
===3D===&lt;br /&gt;
* nsbmd (Models + Texture)&lt;br /&gt;
* nsbca (Animation)&lt;br /&gt;
===Sound and Music===&lt;br /&gt;
* SDat&lt;br /&gt;
&lt;br /&gt;
==Ripping Tutorial==&lt;br /&gt;
&lt;br /&gt;
See [[Osu! Tatakae! Ouendan]] for all three tutorials.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
* Make sure the ROM is NTSC (U) if you intend to rip sprites and models through Tinke or Console Tool.  PAL ports have been reformatted with a new compression file [1OZL], that makes accessing palettes, tiles and maps virtually impossible regardless of how exact you follow the instructions lined out in the link above.&lt;br /&gt;
** However, sound and music files can still be accessed and exported through Tinke.&lt;br /&gt;
* If you come across files that look like they belong in the Ouendan game, don&amp;#039;t assume they&amp;#039;re unused or hidden data eluding to the Ouendan cast being playable.  Because EBA was created using Ouendan&amp;#039;s game engine, some of the files from the earlier game are carried over and left untouched, which can sometimes make separating them from the files difficult for first time viewers looking for a particular image to rip.&lt;br /&gt;
* The models of each Agent and Diva have been moved to the folder &amp;quot;mdl&amp;quot; and is harder to identify without looking at the texture provided.&lt;br /&gt;
**Unlike Ouendan, however, the supports that accompany the Agents (Morris and Derek) and Divas (Missy and Foxx) are in separate files rather than bunched together.  This is most likely due to the updated Multiplayer which allows players to choose which character they want to play as rather than just picking a difficulty.&lt;br /&gt;
**Also, unlike Ouendan, each stage has their own move set for the Agents/Divas, so their animation isn&amp;#039;t shared by a single file.&lt;/div&gt;</summary>
		<author><name>White-Jet</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.vg-resource.com/index.php?title=Elite_Beat_Agents&amp;diff=1303</id>
		<title>Elite Beat Agents</title>
		<link rel="alternate" type="text/html" href="https://wiki.vg-resource.com/index.php?title=Elite_Beat_Agents&amp;diff=1303"/>
		<updated>2014-09-25T06:58:39Z</updated>

		<summary type="html">&lt;p&gt;White-Jet: /* File Formats */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Gameinfo&lt;br /&gt;
| title=        Elite Beat Agents&lt;br /&gt;
| developer=    iNiS&lt;br /&gt;
| publishers=    Nintendo&lt;br /&gt;
| system=       Nintendo DS&lt;br /&gt;
}}&lt;br /&gt;
Elite Beat Agents is a rhythm tapping game published by iNiS and Nintendo.  It is a spiritual sequel to [[Osu! Tatakae! Ouendan]] starring an agency of men (Agents) and women (Divas) responding to the cries of over 15 individuals (plus 3 extra).  Elements from Elite Beat Agents, including their 3D models, have been incorporated and improved upon in the Ouendan sequel, [[Moero! Nekketsu Rhythm Damashii Osu! Tatakae! Ouendan 2]].&lt;br /&gt;
&lt;br /&gt;
==File Formats==&lt;br /&gt;
===2D Images===&lt;br /&gt;
* NCLR (Palette)&lt;br /&gt;
* NCGR (Tiles)&lt;br /&gt;
* NCSR (Image Tiles)&lt;br /&gt;
* NCER (Multiple Tiles)&lt;br /&gt;
* NANR (Animation; rarely used)&lt;br /&gt;
===2D Sprites===&lt;br /&gt;
* ntfp (Palette)&lt;br /&gt;
* ntft (Tiles)&lt;br /&gt;
===3D===&lt;br /&gt;
* nsbmd (Models + Texture)&lt;br /&gt;
* nsbca (Animation)&lt;br /&gt;
===Sound and Music===&lt;br /&gt;
* SDat&lt;br /&gt;
&lt;br /&gt;
==Ripping Tutorial==&lt;br /&gt;
&lt;br /&gt;
See [[Osu! Tatakae! Ouendan]] for all three tutorials.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
* Make sure the ROM is NTSC (U) if you intend to rip sprites and models through Tinke or Console Tool.  PAL ports have been reformatted with a new compression file [1OZL], that makes accessing palettes, tiles and maps virtually impossible regardless of how exact you follow the instructions lined out in the link above.&lt;br /&gt;
* If you come across files that look like they belong in the Ouendan game, don&amp;#039;t assume they&amp;#039;re unused or hidden data eluding to the Ouendan cast being playable.  Because EBA was created using Ouendan&amp;#039;s game engine, some of the files from the earlier game are carried over and left untouched, which can sometimes make separating them from the files difficult for first time viewers looking for a particular image to rip.&lt;br /&gt;
* The models of each Agent and Diva have been moved to the folder &amp;quot;mdl&amp;quot; and is harder to identify without looking at the texture provided.&lt;br /&gt;
**Unlike Ouendan, however, the supports that accompany the Agents (Morris and Derek) and Divas (Missy and Foxx) are in separate files rather than bunched together.  This is most likely due to the updated Multiplayer which allows players to choose which character they want to play as rather than just picking a difficulty.&lt;br /&gt;
**Also, unlike Ouendan, each stage has their own move set for the Agents/Divas, so their animation isn&amp;#039;t shared by a single file.&lt;/div&gt;</summary>
		<author><name>White-Jet</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.vg-resource.com/index.php?title=Osu!_Tatakae!_Ouendan&amp;diff=1302</id>
		<title>Osu! Tatakae! Ouendan</title>
		<link rel="alternate" type="text/html" href="https://wiki.vg-resource.com/index.php?title=Osu!_Tatakae!_Ouendan&amp;diff=1302"/>
		<updated>2014-09-25T06:54:44Z</updated>

		<summary type="html">&lt;p&gt;White-Jet: /* Ripping Tutorial */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Gameinfo&lt;br /&gt;
| title=        Osu! Tatakae! Ouendan&lt;br /&gt;
| developer=    iNiS&lt;br /&gt;
| publishers=    Nintendo&lt;br /&gt;
| system=       Nintendo DS&lt;br /&gt;
}}&lt;br /&gt;
Osu! Tatakae! Ouendan (押忍！闘え！応援団: Go! Fight! Cheering Squad) is a rhythm tapping game published by iNiS and Nintendo.  It stars a group of Japanese cheerleaders (known as Ouendan) responding to the cries of up to 15 distressed individuals.  It is a Japan exclusive, but high import sales prompted the spiritual sequel, [[Elite Beat Agents]], and eventually a true sequel, [[Moero! Nekketsu Rhythm Damashii Osu! Tatakae! Ouendan 2]].&lt;br /&gt;
&lt;br /&gt;
==File Formats==&lt;br /&gt;
&lt;br /&gt;
===2D Images===&lt;br /&gt;
* NCLR (Palette)&lt;br /&gt;
* NCGR (Tiles)&lt;br /&gt;
* NCSR (Image Tiles)&lt;br /&gt;
* NCER (Multiple Tiles)&lt;br /&gt;
* NANR (Animation; rarely used)&lt;br /&gt;
===2D Sprites===&lt;br /&gt;
* ntfp (Palette)&lt;br /&gt;
* ntft (Tiles)&lt;br /&gt;
===3D===&lt;br /&gt;
* nsbmd (Models + Texture)&lt;br /&gt;
* nsbca (Animation)&lt;br /&gt;
===Sounds and Music===&lt;br /&gt;
* SDat&lt;br /&gt;
&lt;br /&gt;
==Ripping Tutorial==&lt;br /&gt;
&lt;br /&gt;
For assembling and exporting images and sounds, it&amp;#039;s best to use Tinke. Console Tool is best used to view and export models of each Ouendan and Cheer Girl.&lt;br /&gt;
&lt;br /&gt;
===Sound===&lt;br /&gt;
# Open ROM&lt;br /&gt;
# Collapse data, locate sound_data.sdat and click view.&lt;br /&gt;
## Don&amp;#039;t worry if Tinke freezes with a &amp;quot;Not Responding&amp;quot; title, it usually takes a while for the window containing the sound folders to load.&lt;br /&gt;
# For sound, locate &amp;quot;SWAR&amp;quot; and collapse folder. Highlight the desired compression box and click &amp;quot;unpack&amp;quot;.&lt;br /&gt;
# To test the highlighted sound, either double click the file, or press the play button provided in the sound window.&lt;br /&gt;
# Click &amp;quot;Save WAV&amp;quot;.&lt;br /&gt;
# For music, locate &amp;quot;STRM&amp;quot;.  There is no compression pack, so all there is to do is locate a sound file and click &amp;quot;Save WAV&amp;quot;.&lt;br /&gt;
## Cover songs may have to be assembled with sound mixing software such as Audacity and Adobe Audition as each song has been chopped into smaller segments ranging from 1-14 secs per file.&lt;br /&gt;
===Images===&lt;br /&gt;
# Open ROM&lt;br /&gt;
# Collapse 2D Folder and any folder categorizing the scene requiring the files.&lt;br /&gt;
# Decompress each folder containing the file name of a chosen image. (Hot Key: D)&lt;br /&gt;
# Open file formats in this order by selecting their files and pressing the space key: NCLR-&amp;gt;NCGR-&amp;gt;NCSR/NCER-&amp;gt;NANR (Last option is unnecessary)&lt;br /&gt;
## If the image appears squished and missing a few pieces, the width is most likely set to a default dimension of 512.  To fix the problem, change the width number to 256.&lt;br /&gt;
### If the image disappears after the appropriate width has been adjusted, increase the offset until the image comes back into full view.&lt;br /&gt;
## For NCER formats, either click the Bank bar below the shown image and select the numbers shown or click &amp;quot;Show all Banks&amp;quot; to see a complete list of the images stored.&lt;br /&gt;
# Click the &amp;quot;Save&amp;quot; button on the left corner of the display window.&lt;br /&gt;
===Gameplay Sprites===&lt;br /&gt;
# Open ROM&lt;br /&gt;
# Collapse 3D Folder&lt;br /&gt;
## If chosen file isn&amp;#039;t in folder, collapse sub-folders containing the assigned files.&lt;br /&gt;
# Decompress folders that have matching names&lt;br /&gt;
# Open files in this order: ntfp (Hotkey &amp;quot;P&amp;quot;) -&amp;gt; ntft (Hotkey &amp;quot;T&amp;quot;)&lt;br /&gt;
# If the image doesn&amp;#039;t display properly, change &amp;quot;Image Pattern&amp;quot; to &amp;quot;No tiled&amp;quot; and adjust width until the image is properly displayed.&lt;br /&gt;
## Recommended width sizes: 8, 16, 24, 32, 64, 128, 256, 512&lt;br /&gt;
# Click the &amp;quot;Save&amp;quot; button.&lt;br /&gt;
===Models===&lt;br /&gt;
# Open Console Tool and ROM&lt;br /&gt;
# Collapse 3D Folder.  The model files should be easy to find.&lt;br /&gt;
# Click on the present model file to reveal their texture.&lt;br /&gt;
## Make sure to click the texture first before double clicking the model, otherwise you will be viewing a one-tone mesh of the chosen character.&lt;br /&gt;
# To export the nsbmd file, select the texture first, then right click the main file and select &amp;quot;Export&amp;quot;, or click the up arrow on the menu bar.&lt;br /&gt;
## Don&amp;#039;t worry if the program asks if you want to decompress the file.  Either option will still produce the same result.&lt;br /&gt;
# Open MKDS Course Modifier and click the Open folder.&lt;br /&gt;
# Select the saved model file.  Don&amp;#039;t worry if the model doesn&amp;#039;t show up; the fact it opens at all is proof enough that you have extracted the model properly.&lt;br /&gt;
# Clock &amp;quot;Export&amp;quot; and select &amp;quot;Model&amp;quot;.  Only [[OBJ]] will be shown.  Click it to complete the exportation.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
* Some images will load with a black background, obscuring the outline of the characters.  The best way to rectify this is to save two separate files, one with the current palette, and another with a substitute palette that has a less obscuring background (preferably a grayscale palette).  Open both on a image editing software that contains layers and a Wand Tool, paste the second image over the first on a separate layer, and highlight its background with the Wand Tool.  Once all parts of the background is selected, delete the second layer before removing or erasing the areas highlighted.&lt;br /&gt;
* Some NCER files will not open properly, prompting a window stating &amp;quot;Out of memory&amp;quot;, usually when there is either an animation file, or the file contains text.  You could attempt to assemble the tiles by hand, but it&amp;#039;s sometimes easier to just use [[DeSmuMe]]&amp;#039;s OAM and Map viewers.&lt;br /&gt;
* When digging through the files in folder 2d/mv/cm, be aware that some images won&amp;#039;t have their palettes in the same location.  Most, if not all palettes for some of the images (particularly the unused establishing shot and the shout images) are stored in the main stages of the game.  It&amp;#039;s best to borrow palettes from Handa&amp;#039;s stage (s01), as it&amp;#039;s intro folders (IN_01-5) have an easier list of palettes to choose from.&lt;br /&gt;
* Palettes less than 16 colors will not properly display the image, either producing a blank screen or a single pixel.  This usually only happens in the 3D folder.  You can either rip the image containing the low palette through DeSmuMe, or find a substitute palette matching the one assigned to the particular sprite.&lt;br /&gt;
** If the palette shows 16 colors, but the image still remains blank or unnatural, try clicking &amp;quot;Change the depth&amp;quot;.  You may be dealing with a file that has an 8bpp palette.  The same goes for palettes that are fully displayed as attempting to access the image without chopping the palette to 16 colors will not properly display the image it was assigned to.&lt;br /&gt;
* Although MKDS Course Modifier asks for an image file format when exporting models, it&amp;#039;s recommended you save a substitute version of its assigned texture through Tinke as some 3D software such as [[Cinema 4D]] will not register or properly load .mtl files.&lt;br /&gt;
**MKDS can also export the model&amp;#039;s skeletons, but the end product is iffy at best and won&amp;#039;t register on most 3D viewing or animating software.&lt;br /&gt;
* Only Sayaka (AS) and Ryuta (IR) have animation files because their respected teammates share the same move sets regardless of how they perform in-game.&lt;br /&gt;
* If you&amp;#039;re wondering where Suzuki and Anna Lindhurst are in the 3D folder, they are in the same file as Saito (SA-SI) and Aoi Kanda (KA_Model).  Though it is possible to access their texture, there is no known way to access and export their models through Console Tools.&lt;/div&gt;</summary>
		<author><name>White-Jet</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.vg-resource.com/index.php?title=Osu!_Tatakae!_Ouendan&amp;diff=1301</id>
		<title>Osu! Tatakae! Ouendan</title>
		<link rel="alternate" type="text/html" href="https://wiki.vg-resource.com/index.php?title=Osu!_Tatakae!_Ouendan&amp;diff=1301"/>
		<updated>2014-09-25T06:07:42Z</updated>

		<summary type="html">&lt;p&gt;White-Jet: /* Sounds and Music */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Gameinfo&lt;br /&gt;
| title=        Osu! Tatakae! Ouendan&lt;br /&gt;
| developer=    iNiS&lt;br /&gt;
| publishers=    Nintendo&lt;br /&gt;
| system=       Nintendo DS&lt;br /&gt;
}}&lt;br /&gt;
Osu! Tatakae! Ouendan (押忍！闘え！応援団: Go! Fight! Cheering Squad) is a rhythm tapping game published by iNiS and Nintendo.  It stars a group of Japanese cheerleaders (known as Ouendan) responding to the cries of up to 15 distressed individuals.  It is a Japan exclusive, but high import sales prompted the spiritual sequel, [[Elite Beat Agents]], and eventually a true sequel, [[Moero! Nekketsu Rhythm Damashii Osu! Tatakae! Ouendan 2]].&lt;br /&gt;
&lt;br /&gt;
==File Formats==&lt;br /&gt;
&lt;br /&gt;
===2D Images===&lt;br /&gt;
* NCLR (Palette)&lt;br /&gt;
* NCGR (Tiles)&lt;br /&gt;
* NCSR (Image Tiles)&lt;br /&gt;
* NCER (Multiple Tiles)&lt;br /&gt;
* NANR (Animation; rarely used)&lt;br /&gt;
===2D Sprites===&lt;br /&gt;
* ntfp (Palette)&lt;br /&gt;
* ntft (Tiles)&lt;br /&gt;
===3D===&lt;br /&gt;
* nsbmd (Models + Texture)&lt;br /&gt;
* nsbca (Animation)&lt;br /&gt;
===Sounds and Music===&lt;br /&gt;
* SDat&lt;br /&gt;
&lt;br /&gt;
==Ripping Tutorial==&lt;br /&gt;
&lt;br /&gt;
It is best to use Tinke for image assembly and exporting. Console Tool is best used to view and export models of each Ouendan and Cheer Girl.&lt;br /&gt;
&lt;br /&gt;
===Images===&lt;br /&gt;
# Open ROM&lt;br /&gt;
# Collapse 2D Folder and any folder categorizing the scene requiring the files.&lt;br /&gt;
# Decompress each folder containing the file name of a chosen image. (Hot Key: D)&lt;br /&gt;
# Open file formats in this order by selecting their files and pressing the space key: NCLR-&amp;gt;NCGR-&amp;gt;NCSR/NCER-&amp;gt;NANR (Last option is unnecessary)&lt;br /&gt;
## If the image appears squished and missing a few pieces, the width is most likely set to a default dimension of 512.  To fix the problem, change the width number to 256.&lt;br /&gt;
### If the image disappears after the appropriate width has been adjusted, increase the offset until the image comes back into full view.&lt;br /&gt;
## For NCER formats, either click the Bank bar below the shown image and select the numbers shown or click &amp;quot;Show all Banks&amp;quot; to see a complete list of the images stored.&lt;br /&gt;
# Click the &amp;quot;Save&amp;quot; button on the left corner of the display window.&lt;br /&gt;
===Gameplay Sprites===&lt;br /&gt;
# Open ROM&lt;br /&gt;
# Collapse 3D Folder&lt;br /&gt;
## If chosen file isn&amp;#039;t in folder, collapse sub-folders containing the assigned files.&lt;br /&gt;
# Decompress folders that have matching names&lt;br /&gt;
# Open files in this order: ntfp (Hotkey &amp;quot;P&amp;quot;) -&amp;gt; ntft (Hotkey &amp;quot;T&amp;quot;)&lt;br /&gt;
# If the image doesn&amp;#039;t display properly, change &amp;quot;Image Pattern&amp;quot; to &amp;quot;No tiled&amp;quot; and adjust width until the image is properly displayed.&lt;br /&gt;
## Recommended width sizes: 8, 16, 24, 32, 64, 128, 256, 512&lt;br /&gt;
# Click the &amp;quot;Save&amp;quot; button.&lt;br /&gt;
===Models===&lt;br /&gt;
# Open Console Tool and ROM&lt;br /&gt;
# Collapse 3D Folder.  The model files should be easy to find.&lt;br /&gt;
# Click on the present model file to reveal their texture.&lt;br /&gt;
## Make sure to click the texture first before double clicking the model, otherwise you will be viewing a one-tone mesh of the chosen character.&lt;br /&gt;
# To export the nsbmd file, select the texture first, then right click the main file and select &amp;quot;Export&amp;quot;, or click the up arrow on the menu bar.&lt;br /&gt;
## Don&amp;#039;t worry if the program asks if you want to decompress the file.  Either option will still produce the same result.&lt;br /&gt;
# Open MKDS Course Modifier and click the Open folder.&lt;br /&gt;
# Select the saved model file.  Don&amp;#039;t worry if the model doesn&amp;#039;t show up; the fact it opens at all is proof enough that you have extracted the model properly.&lt;br /&gt;
# Clock &amp;quot;Export&amp;quot; and select &amp;quot;Model&amp;quot;.  Only [[OBJ]] will be shown.  Click it to complete the exportation.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
* Some images will load with a black background, obscuring the outline of the characters.  The best way to rectify this is to save two separate files, one with the current palette, and another with a substitute palette that has a less obscuring background (preferably a grayscale palette).  Open both on a image editing software that contains layers and a Wand Tool, paste the second image over the first on a separate layer, and highlight its background with the Wand Tool.  Once all parts of the background is selected, delete the second layer before removing or erasing the areas highlighted.&lt;br /&gt;
* Some NCER files will not open properly, prompting a window stating &amp;quot;Out of memory&amp;quot;, usually when there is either an animation file, or the file contains text.  You could attempt to assemble the tiles by hand, but it&amp;#039;s sometimes easier to just use [[DeSmuMe]]&amp;#039;s OAM and Map viewers.&lt;br /&gt;
* When digging through the files in folder 2d/mv/cm, be aware that some images won&amp;#039;t have their palettes in the same location.  Most, if not all palettes for some of the images (particularly the unused establishing shot and the shout images) are stored in the main stages of the game.  It&amp;#039;s best to borrow palettes from Handa&amp;#039;s stage (s01), as it&amp;#039;s intro folders (IN_01-5) have an easier list of palettes to choose from.&lt;br /&gt;
* Palettes less than 16 colors will not properly display the image, either producing a blank screen or a single pixel.  This usually only happens in the 3D folder.  You can either rip the image containing the low palette through DeSmuMe, or find a substitute palette matching the one assigned to the particular sprite.&lt;br /&gt;
** If the palette shows 16 colors, but the image still remains blank or unnatural, try clicking &amp;quot;Change the depth&amp;quot;.  You may be dealing with a file that has an 8bpp palette.  The same goes for palettes that are fully displayed as attempting to access the image without chopping the palette to 16 colors will not properly display the image it was assigned to.&lt;br /&gt;
* Although MKDS Course Modifier asks for an image file format when exporting models, it&amp;#039;s recommended you save a substitute version of its assigned texture through Tinke as some 3D software such as [[Cinema 4D]] will not register or properly load .mtl files.&lt;br /&gt;
**MKDS can also export the model&amp;#039;s skeletons, but the end product is iffy at best and won&amp;#039;t register on most 3D viewing or animating software.&lt;br /&gt;
* Only Sayaka (AS) and Ryuta (IR) have animation files because their respected teammates share the same move sets regardless of how they perform in-game.&lt;br /&gt;
* If you&amp;#039;re wondering where Suzuki and Anna Lindhurst are in the 3D folder, they are in the same file as Saito (SA-SI) and Aoi Kanda (KA_Model).  Though it is possible to access their texture, there is no known way to access and export their models through Console Tools.&lt;/div&gt;</summary>
		<author><name>White-Jet</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.vg-resource.com/index.php?title=Osu!_Tatakae!_Ouendan&amp;diff=1300</id>
		<title>Osu! Tatakae! Ouendan</title>
		<link rel="alternate" type="text/html" href="https://wiki.vg-resource.com/index.php?title=Osu!_Tatakae!_Ouendan&amp;diff=1300"/>
		<updated>2014-09-25T06:07:22Z</updated>

		<summary type="html">&lt;p&gt;White-Jet: /* File Formats */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Gameinfo&lt;br /&gt;
| title=        Osu! Tatakae! Ouendan&lt;br /&gt;
| developer=    iNiS&lt;br /&gt;
| publishers=    Nintendo&lt;br /&gt;
| system=       Nintendo DS&lt;br /&gt;
}}&lt;br /&gt;
Osu! Tatakae! Ouendan (押忍！闘え！応援団: Go! Fight! Cheering Squad) is a rhythm tapping game published by iNiS and Nintendo.  It stars a group of Japanese cheerleaders (known as Ouendan) responding to the cries of up to 15 distressed individuals.  It is a Japan exclusive, but high import sales prompted the spiritual sequel, [[Elite Beat Agents]], and eventually a true sequel, [[Moero! Nekketsu Rhythm Damashii Osu! Tatakae! Ouendan 2]].&lt;br /&gt;
&lt;br /&gt;
==File Formats==&lt;br /&gt;
&lt;br /&gt;
===2D Images===&lt;br /&gt;
* NCLR (Palette)&lt;br /&gt;
* NCGR (Tiles)&lt;br /&gt;
* NCSR (Image Tiles)&lt;br /&gt;
* NCER (Multiple Tiles)&lt;br /&gt;
* NANR (Animation; rarely used)&lt;br /&gt;
===2D Sprites===&lt;br /&gt;
* ntfp (Palette)&lt;br /&gt;
* ntft (Tiles)&lt;br /&gt;
===3D===&lt;br /&gt;
* nsbmd (Models + Texture)&lt;br /&gt;
* nsbca (Animation)&lt;br /&gt;
===Sounds and Music===&lt;br /&gt;
* sdat&lt;br /&gt;
&lt;br /&gt;
==Ripping Tutorial==&lt;br /&gt;
&lt;br /&gt;
It is best to use Tinke for image assembly and exporting. Console Tool is best used to view and export models of each Ouendan and Cheer Girl.&lt;br /&gt;
&lt;br /&gt;
===Images===&lt;br /&gt;
# Open ROM&lt;br /&gt;
# Collapse 2D Folder and any folder categorizing the scene requiring the files.&lt;br /&gt;
# Decompress each folder containing the file name of a chosen image. (Hot Key: D)&lt;br /&gt;
# Open file formats in this order by selecting their files and pressing the space key: NCLR-&amp;gt;NCGR-&amp;gt;NCSR/NCER-&amp;gt;NANR (Last option is unnecessary)&lt;br /&gt;
## If the image appears squished and missing a few pieces, the width is most likely set to a default dimension of 512.  To fix the problem, change the width number to 256.&lt;br /&gt;
### If the image disappears after the appropriate width has been adjusted, increase the offset until the image comes back into full view.&lt;br /&gt;
## For NCER formats, either click the Bank bar below the shown image and select the numbers shown or click &amp;quot;Show all Banks&amp;quot; to see a complete list of the images stored.&lt;br /&gt;
# Click the &amp;quot;Save&amp;quot; button on the left corner of the display window.&lt;br /&gt;
===Gameplay Sprites===&lt;br /&gt;
# Open ROM&lt;br /&gt;
# Collapse 3D Folder&lt;br /&gt;
## If chosen file isn&amp;#039;t in folder, collapse sub-folders containing the assigned files.&lt;br /&gt;
# Decompress folders that have matching names&lt;br /&gt;
# Open files in this order: ntfp (Hotkey &amp;quot;P&amp;quot;) -&amp;gt; ntft (Hotkey &amp;quot;T&amp;quot;)&lt;br /&gt;
# If the image doesn&amp;#039;t display properly, change &amp;quot;Image Pattern&amp;quot; to &amp;quot;No tiled&amp;quot; and adjust width until the image is properly displayed.&lt;br /&gt;
## Recommended width sizes: 8, 16, 24, 32, 64, 128, 256, 512&lt;br /&gt;
# Click the &amp;quot;Save&amp;quot; button.&lt;br /&gt;
===Models===&lt;br /&gt;
# Open Console Tool and ROM&lt;br /&gt;
# Collapse 3D Folder.  The model files should be easy to find.&lt;br /&gt;
# Click on the present model file to reveal their texture.&lt;br /&gt;
## Make sure to click the texture first before double clicking the model, otherwise you will be viewing a one-tone mesh of the chosen character.&lt;br /&gt;
# To export the nsbmd file, select the texture first, then right click the main file and select &amp;quot;Export&amp;quot;, or click the up arrow on the menu bar.&lt;br /&gt;
## Don&amp;#039;t worry if the program asks if you want to decompress the file.  Either option will still produce the same result.&lt;br /&gt;
# Open MKDS Course Modifier and click the Open folder.&lt;br /&gt;
# Select the saved model file.  Don&amp;#039;t worry if the model doesn&amp;#039;t show up; the fact it opens at all is proof enough that you have extracted the model properly.&lt;br /&gt;
# Clock &amp;quot;Export&amp;quot; and select &amp;quot;Model&amp;quot;.  Only [[OBJ]] will be shown.  Click it to complete the exportation.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
* Some images will load with a black background, obscuring the outline of the characters.  The best way to rectify this is to save two separate files, one with the current palette, and another with a substitute palette that has a less obscuring background (preferably a grayscale palette).  Open both on a image editing software that contains layers and a Wand Tool, paste the second image over the first on a separate layer, and highlight its background with the Wand Tool.  Once all parts of the background is selected, delete the second layer before removing or erasing the areas highlighted.&lt;br /&gt;
* Some NCER files will not open properly, prompting a window stating &amp;quot;Out of memory&amp;quot;, usually when there is either an animation file, or the file contains text.  You could attempt to assemble the tiles by hand, but it&amp;#039;s sometimes easier to just use [[DeSmuMe]]&amp;#039;s OAM and Map viewers.&lt;br /&gt;
* When digging through the files in folder 2d/mv/cm, be aware that some images won&amp;#039;t have their palettes in the same location.  Most, if not all palettes for some of the images (particularly the unused establishing shot and the shout images) are stored in the main stages of the game.  It&amp;#039;s best to borrow palettes from Handa&amp;#039;s stage (s01), as it&amp;#039;s intro folders (IN_01-5) have an easier list of palettes to choose from.&lt;br /&gt;
* Palettes less than 16 colors will not properly display the image, either producing a blank screen or a single pixel.  This usually only happens in the 3D folder.  You can either rip the image containing the low palette through DeSmuMe, or find a substitute palette matching the one assigned to the particular sprite.&lt;br /&gt;
** If the palette shows 16 colors, but the image still remains blank or unnatural, try clicking &amp;quot;Change the depth&amp;quot;.  You may be dealing with a file that has an 8bpp palette.  The same goes for palettes that are fully displayed as attempting to access the image without chopping the palette to 16 colors will not properly display the image it was assigned to.&lt;br /&gt;
* Although MKDS Course Modifier asks for an image file format when exporting models, it&amp;#039;s recommended you save a substitute version of its assigned texture through Tinke as some 3D software such as [[Cinema 4D]] will not register or properly load .mtl files.&lt;br /&gt;
**MKDS can also export the model&amp;#039;s skeletons, but the end product is iffy at best and won&amp;#039;t register on most 3D viewing or animating software.&lt;br /&gt;
* Only Sayaka (AS) and Ryuta (IR) have animation files because their respected teammates share the same move sets regardless of how they perform in-game.&lt;br /&gt;
* If you&amp;#039;re wondering where Suzuki and Anna Lindhurst are in the 3D folder, they are in the same file as Saito (SA-SI) and Aoi Kanda (KA_Model).  Though it is possible to access their texture, there is no known way to access and export their models through Console Tools.&lt;/div&gt;</summary>
		<author><name>White-Jet</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.vg-resource.com/index.php?title=PlayStation&amp;diff=1264</id>
		<title>PlayStation</title>
		<link rel="alternate" type="text/html" href="https://wiki.vg-resource.com/index.php?title=PlayStation&amp;diff=1264"/>
		<updated>2014-08-26T20:25:08Z</updated>

		<summary type="html">&lt;p&gt;White-Jet: /* pSX */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:PlayStation.jpg|300px|right|link=]]&lt;br /&gt;
The PlayStation is a console created by Sony.&lt;br /&gt;
&lt;br /&gt;
The system featured many games that made use of the latest 3D technology, but also contained its fair share of sprite-based titles.&lt;br /&gt;
&lt;br /&gt;
==Ripping Tools==&lt;br /&gt;
&lt;br /&gt;
The PlayStation uses CD-based technology, meaning that all of the data found within a game can be read using a standard ISO viewer, or by inserting the disk into your computer and browsing it. As such, the console has a vast number of different formats that are used that require their own dedicated tools to view. Some common formats can be seen below.&lt;br /&gt;
&lt;br /&gt;
===PSX-vram===&lt;br /&gt;
&amp;#039;&amp;#039;For more details on this program, please visit the [[PSX-vram]] page.&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
The most used program for ripping PSX sprites, it will read save states from emulators and display it&amp;#039;s contents.&lt;br /&gt;
&lt;br /&gt;
===PSicture===&lt;br /&gt;
This is basically a program that allows you to see image files inside PSX games.&lt;br /&gt;
&lt;br /&gt;
===PSound===&lt;br /&gt;
&lt;br /&gt;
===PVV===&lt;br /&gt;
&amp;#039;&amp;#039;For more information, see [[PVV]]&amp;#039;&amp;#039;.&lt;br /&gt;
&lt;br /&gt;
Another program that uses Save States to view content in and around the saved data, only it accepts save states from any Playstation emulator that contains them.&lt;br /&gt;
&lt;br /&gt;
==Common File Formats==&lt;br /&gt;
===TIM===&lt;br /&gt;
&amp;#039;&amp;#039;For more details on this file format, please visit the [[TIM]] page.&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
The .TIM file format is a common format for both sprites and textures.&lt;br /&gt;
===STR===&lt;br /&gt;
A common video format. Generally used for cutscenes, introductions and credit sequences.&lt;br /&gt;
&lt;br /&gt;
===XA===&lt;br /&gt;
A common audio format, mostly used for music, but can also be used for sound effects.&lt;br /&gt;
&lt;br /&gt;
==Suggested Emulators==&lt;br /&gt;
===ePSXe===&lt;br /&gt;
Probably the most well-known PSX emulator. It has good compatibility and performance with most games, even including hacks for specific games, such as Valkyrie Profile. However, like any other PSX emulator, it will not play the music from multitrack games (such as Pac Man World or Real Bout Special Dominated Mind).&lt;br /&gt;
&lt;br /&gt;
===pSX===&lt;br /&gt;
It is mostly identical to ePSXe, but it might be a better option for beginners, since it is not plugin based and thus easier to configure.  It also plays like an original Playstation, complete with Sony introductory animation, as well as the Playstation logo if an ISO image is uploaded before the Sony animation is finish, and boots you to the system&amp;#039;s menu, if nothing is loaded before the Sony animation is finished, where you can access Memory Cards and a CD Player.  It can also access the ROM&amp;#039;s v-ram by pressing F11 during gameplay.&lt;br /&gt;
&lt;br /&gt;
==Specific Game Pages==&lt;br /&gt;
&amp;lt;DynamicPageList&amp;gt;&lt;br /&gt;
category = PlayStation Games&lt;br /&gt;
ordermethod = sortkey&lt;br /&gt;
order     = ascending&lt;br /&gt;
&amp;lt;/DynamicPageList&amp;gt;&lt;br /&gt;
{{Consoles}}&lt;br /&gt;
[[Category:Consoles]]&lt;/div&gt;</summary>
		<author><name>White-Jet</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.vg-resource.com/index.php?title=PlayStation&amp;diff=1263</id>
		<title>PlayStation</title>
		<link rel="alternate" type="text/html" href="https://wiki.vg-resource.com/index.php?title=PlayStation&amp;diff=1263"/>
		<updated>2014-08-26T20:13:36Z</updated>

		<summary type="html">&lt;p&gt;White-Jet: /* PVV */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:PlayStation.jpg|300px|right|link=]]&lt;br /&gt;
The PlayStation is a console created by Sony.&lt;br /&gt;
&lt;br /&gt;
The system featured many games that made use of the latest 3D technology, but also contained its fair share of sprite-based titles.&lt;br /&gt;
&lt;br /&gt;
==Ripping Tools==&lt;br /&gt;
&lt;br /&gt;
The PlayStation uses CD-based technology, meaning that all of the data found within a game can be read using a standard ISO viewer, or by inserting the disk into your computer and browsing it. As such, the console has a vast number of different formats that are used that require their own dedicated tools to view. Some common formats can be seen below.&lt;br /&gt;
&lt;br /&gt;
===PSX-vram===&lt;br /&gt;
&amp;#039;&amp;#039;For more details on this program, please visit the [[PSX-vram]] page.&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
The most used program for ripping PSX sprites, it will read save states from emulators and display it&amp;#039;s contents.&lt;br /&gt;
&lt;br /&gt;
===PSicture===&lt;br /&gt;
This is basically a program that allows you to see image files inside PSX games.&lt;br /&gt;
&lt;br /&gt;
===PSound===&lt;br /&gt;
&lt;br /&gt;
===PVV===&lt;br /&gt;
&amp;#039;&amp;#039;For more information, see [[PVV]]&amp;#039;&amp;#039;.&lt;br /&gt;
&lt;br /&gt;
Another program that uses Save States to view content in and around the saved data, only it accepts save states from any Playstation emulator that contains them.&lt;br /&gt;
&lt;br /&gt;
==Common File Formats==&lt;br /&gt;
===TIM===&lt;br /&gt;
&amp;#039;&amp;#039;For more details on this file format, please visit the [[TIM]] page.&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
The .TIM file format is a common format for both sprites and textures.&lt;br /&gt;
===STR===&lt;br /&gt;
A common video format. Generally used for cutscenes, introductions and credit sequences.&lt;br /&gt;
&lt;br /&gt;
===XA===&lt;br /&gt;
A common audio format, mostly used for music, but can also be used for sound effects.&lt;br /&gt;
&lt;br /&gt;
==Suggested Emulators==&lt;br /&gt;
===ePSXe===&lt;br /&gt;
Probably the most well-known PSX emulator. It has good compatibility and performance with most games, even including hacks for specific games, such as Valkyrie Profile. However, like any other PSX emulator, it will not play the music from multitrack games (such as Pac Man World or Real Bout Special Dominated Mind).&lt;br /&gt;
&lt;br /&gt;
===pSX===&lt;br /&gt;
It is mostly identical to ePSXe, but it might be a better option for beginners, since it is not plugin based and thus easier to configure.&lt;br /&gt;
&lt;br /&gt;
==Specific Game Pages==&lt;br /&gt;
&amp;lt;DynamicPageList&amp;gt;&lt;br /&gt;
category = PlayStation Games&lt;br /&gt;
ordermethod = sortkey&lt;br /&gt;
order     = ascending&lt;br /&gt;
&amp;lt;/DynamicPageList&amp;gt;&lt;br /&gt;
{{Consoles}}&lt;br /&gt;
[[Category:Consoles]]&lt;/div&gt;</summary>
		<author><name>White-Jet</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.vg-resource.com/index.php?title=PVV&amp;diff=1255</id>
		<title>PVV</title>
		<link rel="alternate" type="text/html" href="https://wiki.vg-resource.com/index.php?title=PVV&amp;diff=1255"/>
		<updated>2014-08-25T05:15:33Z</updated>

		<summary type="html">&lt;p&gt;White-Jet: /* Notes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:PVVmain.png|thumbnail|right|Window Example]]&lt;br /&gt;
PVV is a graphic viewing tool that reveals content hidden and disassembled within a [[Playstation]] save state.  Unlike [[PSX-vram]], it can accept save states from any Playstation emulator capable of the function, and has more onscreen options to upload, find, assemble, and save the sprite with custom-set canvas sizes.&lt;br /&gt;
&lt;br /&gt;
== Tutorial ==&lt;br /&gt;
=== Save States ===&lt;br /&gt;
Depending on the emulator used, it is a simple matter of playing to the point where you want the sprite and the contents within the save state and using one of the following methods to creating the save state:&lt;br /&gt;
==== pSX ====&lt;br /&gt;
pSX has two methods of creating a save state: choosing one of 5 &amp;quot;Quicksave&amp;quot; slots, either by pressing F6-10 or accessing the slots in the Quicksave menu, or selecting &amp;quot;Save State&amp;quot; from the File menu and saving it to wherever suits your needs (you can even name your save state).&lt;br /&gt;
==== ePSXe ====&lt;br /&gt;
=== Accessing Save State in PVV ===&lt;br /&gt;
[[File:Inputsourcemenu.png|thumbnail|right|Input Source Menu layout]]Upon activating PVV, it is a simple matter of locating the emulator&amp;#039;s folder and accessing its &amp;quot;save&amp;quot; subfolder.  Any game containing at least one save state will show up in the &amp;quot;input source&amp;quot; regardless of the emulator used.  If a custom save state was made through pSX, it would be a simple matter of finding the file with .psv as its extension.&lt;br /&gt;
&lt;br /&gt;
Clicking on the game will reveal the save slots and the image taken during the creation of the save state.  Double clicking on the slot will load the state onto the input area of the program, allowing you to view every content within the exact point the save state was made, and other content relating to, or hidden from the final product.&lt;br /&gt;
=== PVV Interface ===&lt;br /&gt;
Almost everything in PVV is relative to PSX-vram, with some additional options to make accessing and saving sprites easier:&lt;br /&gt;
[[File:PVVmenuinterface.png|framed|center|Menu Interface]]&lt;br /&gt;
# Reveal &amp;quot;input source&amp;quot; (where the game saves are stored)&lt;br /&gt;
# Reload &amp;quot;input file&amp;quot;&lt;br /&gt;
# Save &amp;quot;input bitmap&amp;quot; (Saves the entire contents of the save state)&lt;br /&gt;
# Save &amp;quot;output bitmap&amp;quot; (Saves a cropped and arranged image from the work area)&lt;br /&gt;
# Show palette window&lt;br /&gt;
# bpp adjustment (from left to right -&amp;gt; 4, 8, 16, 24)&lt;br /&gt;
# Change output selection (Reveals grids and allows red parameters to be moved by mouse)&lt;br /&gt;
# Change palette selection (reveals grids to help align palettes shown in save state and allows palette parameters to be moved by mouse)&lt;br /&gt;
# Scroll and Zoom options (Left scroll and zoom icons control the output area, right scroll and zoom icons control the work area)&lt;br /&gt;
&lt;br /&gt;
=== Using PVV ===&lt;br /&gt;
As seen above, sprites accessed through PVV can be viewed either by keyboard or with the mouse.&lt;br /&gt;
&lt;br /&gt;
Keyboard shortcuts:&lt;br /&gt;
* Arrow Keys: Moves graphics parameters (red outline).  Hold Shift to adjust height and width. Hold CTRL to leap several pixels.&lt;br /&gt;
* Numpad: Moves Palette parameters (Green outline). Hold CRTL to jump through several rows of palettes (Not recommended for games with small list of palettes).&lt;br /&gt;
* F2: Saves output image&lt;br /&gt;
* F3: Turns &amp;quot;input source&amp;quot; on and off&lt;br /&gt;
* +/-: move input image left or right.&lt;br /&gt;
==== Create Sprite with PVV ====&lt;br /&gt;
The first thing to look out for when accessing your chosen save state is the misalignment of the input bitmap.  Each time a save state is accessed, the input bitmap will be 2-3 pixels to the left.  Because of a lack of options to move the palette parameter one pixel at a time, it&amp;#039;s best to move the entire image to the right in order to align the current palette within the parameter.&lt;br /&gt;
&lt;br /&gt;
Depending on the game, certain sprites will be easy to spot, usually next to the original image taken along with the save state, and its associated colors can be found near the bottom of the palette section.  Its only a simple matter of setting up the graphics parameter to find and reveal the full contents of the sprite, locate its natural palette, and save it to be fixed up in an image editing program.&lt;br /&gt;
[[File:PVVexample1.png|thumbnail|center|The Fool sprite as shown in PVV]]&lt;br /&gt;
There are a few problems when copying and saving multiple sprites for a full sheet.  A save state created within the emulator can&amp;#039;t be overwritten as long as PVV has access to it, so it&amp;#039;s best to create two slots to switch back and forth between saves, or create a custom state using the &amp;quot;Save State&amp;quot; selection under File.&lt;br /&gt;
&lt;br /&gt;
Another problem is that, due to bpp preferences, most sprites will not display the proper palette.  An example below is a graphic view of the Hierophant sprite presented in 4bpp.&lt;br /&gt;
[[File:PVVexample2.png|thumbnail|center|The Hierophant with a limited 16-color palette]]&lt;br /&gt;
4bpp can only show 16-colors, leaving the presented sprite with unnatural colors that don&amp;#039;t fit the original, in-game presentation.  Your first solution is to increase bpp to get all of the colors needed, but you then realize that increasing the bpp squishes the sprite, making it even more difficult to fix the problem.&lt;br /&gt;
&lt;br /&gt;
Instead of attempting to rectify the problem through simple [[Recolor|recoloring]], or splicing parts of a screenshot with the closest palette you can find (Which is NOT recommended due to PVV&amp;#039;s palettes being slightly different in shade to the ones used in the screenshot), try and dig around the palette area for other colors that fit the original presentation of the sprite, then save them as separate files once you locate them, after which you can select and combine the parts that represent the original palette to complete the rip.&lt;br /&gt;
&lt;br /&gt;
You can also poke around the contents of the save state for other sprites that represent, or have never been seen anywhere in game.  But be aware that the palettes for these sprites will not be in the same area as the ones tailored to the sprites shown next to the image, and some may require an increase in bpp in order to correct their squished appearance, so be prepared to spend more than a couple minutes sifting through the palettes for the proper colors to display the desired sprite.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
[[File:PVVcontrollererror.png|thumbnail|right|Magical Drop III save state, created while Controller 2 is active]]&lt;br /&gt;
*Make sure only Controller 1 is active in the configuration section of pSX when save stating.  If you attempt to save state while Controller 2 is active, the palettes may get screwed up, presenting you with an unnaturally colored sprite and screenshot.&lt;br /&gt;
*Be aware that PVV is a more helpful version of the ROM&amp;#039;s v-ram.  So whatever shows up on v-ram (press F11 if playing on a pSX emulator), will also end up on PVV with little to no improvements on the matter.&lt;br /&gt;
*As stated above, PVV&amp;#039;s palettes are slightly different in shade to the original colors of the games, though not so much that it would be glaringly obvious.  If you want the sprite to look as real as presented in the game, simply take a screenshot containing the sprite and use it to recolor the sprites saved through PVV.&lt;/div&gt;</summary>
		<author><name>White-Jet</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.vg-resource.com/index.php?title=PVV&amp;diff=1252</id>
		<title>PVV</title>
		<link rel="alternate" type="text/html" href="https://wiki.vg-resource.com/index.php?title=PVV&amp;diff=1252"/>
		<updated>2014-08-24T22:18:40Z</updated>

		<summary type="html">&lt;p&gt;White-Jet: /* Create Sprite with PVV */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:PVVmain.png|thumbnail|right|Window Example]]&lt;br /&gt;
PVV is a graphic viewing tool that reveals content hidden and disassembled within a [[Playstation]] save state.  Unlike [[PSX-vram]], it can accept save states from any Playstation emulator capable of the function, and has more onscreen options to upload, find, assemble, and save the sprite with custom-set canvas sizes.&lt;br /&gt;
&lt;br /&gt;
== Tutorial ==&lt;br /&gt;
=== Save States ===&lt;br /&gt;
Depending on the emulator used, it is a simple matter of playing to the point where you want the sprite and the contents within the save state and using one of the following methods to creating the save state:&lt;br /&gt;
==== pSX ====&lt;br /&gt;
pSX has two methods of creating a save state: choosing one of 5 &amp;quot;Quicksave&amp;quot; slots, either by pressing F6-10 or accessing the slots in the Quicksave menu, or selecting &amp;quot;Save State&amp;quot; from the File menu and saving it to wherever suits your needs (you can even name your save state).&lt;br /&gt;
==== ePSXe ====&lt;br /&gt;
=== Accessing Save State in PVV ===&lt;br /&gt;
[[File:Inputsourcemenu.png|thumbnail|right|Input Source Menu layout]]Upon activating PVV, it is a simple matter of locating the emulator&amp;#039;s folder and accessing its &amp;quot;save&amp;quot; subfolder.  Any game containing at least one save state will show up in the &amp;quot;input source&amp;quot; regardless of the emulator used.  If a custom save state was made through pSX, it would be a simple matter of finding the file with .psv as its extension.&lt;br /&gt;
&lt;br /&gt;
Clicking on the game will reveal the save slots and the image taken during the creation of the save state.  Double clicking on the slot will load the state onto the input area of the program, allowing you to view every content within the exact point the save state was made, and other content relating to, or hidden from the final product.&lt;br /&gt;
=== PVV Interface ===&lt;br /&gt;
Almost everything in PVV is relative to PSX-vram, with some additional options to make accessing and saving sprites easier:&lt;br /&gt;
[[File:PVVmenuinterface.png|framed|center|Menu Interface]]&lt;br /&gt;
# Reveal &amp;quot;input source&amp;quot; (where the game saves are stored)&lt;br /&gt;
# Reload &amp;quot;input file&amp;quot;&lt;br /&gt;
# Save &amp;quot;input bitmap&amp;quot; (Saves the entire contents of the save state)&lt;br /&gt;
# Save &amp;quot;output bitmap&amp;quot; (Saves a cropped and arranged image from the work area)&lt;br /&gt;
# Show palette window&lt;br /&gt;
# bpp adjustment (from left to right -&amp;gt; 4, 8, 16, 24)&lt;br /&gt;
# Change output selection (Reveals grids and allows red parameters to be moved by mouse)&lt;br /&gt;
# Change palette selection (reveals grids to help align palettes shown in save state and allows palette parameters to be moved by mouse)&lt;br /&gt;
# Scroll and Zoom options (Left scroll and zoom icons control the output area, right scroll and zoom icons control the work area)&lt;br /&gt;
&lt;br /&gt;
=== Using PVV ===&lt;br /&gt;
As seen above, sprites accessed through PVV can be viewed either by keyboard or with the mouse.&lt;br /&gt;
&lt;br /&gt;
Keyboard shortcuts:&lt;br /&gt;
* Arrow Keys: Moves graphics parameters (red outline).  Hold Shift to adjust height and width. Hold CTRL to leap several pixels.&lt;br /&gt;
* Numpad: Moves Palette parameters (Green outline). Hold CRTL to jump through several rows of palettes (Not recommended for games with small list of palettes).&lt;br /&gt;
* F2: Saves output image&lt;br /&gt;
* F3: Turns &amp;quot;input source&amp;quot; on and off&lt;br /&gt;
* +/-: move input image left or right.&lt;br /&gt;
==== Create Sprite with PVV ====&lt;br /&gt;
The first thing to look out for when accessing your chosen save state is the misalignment of the input bitmap.  Each time a save state is accessed, the input bitmap will be 2-3 pixels to the left.  Because of a lack of options to move the palette parameter one pixel at a time, it&amp;#039;s best to move the entire image to the right in order to align the current palette within the parameter.&lt;br /&gt;
&lt;br /&gt;
Depending on the game, certain sprites will be easy to spot, usually next to the original image taken along with the save state, and its associated colors can be found near the bottom of the palette section.  Its only a simple matter of setting up the graphics parameter to find and reveal the full contents of the sprite, locate its natural palette, and save it to be fixed up in an image editing program.&lt;br /&gt;
[[File:PVVexample1.png|thumbnail|center|The Fool sprite as shown in PVV]]&lt;br /&gt;
There are a few problems when copying and saving multiple sprites for a full sheet.  A save state created within the emulator can&amp;#039;t be overwritten as long as PVV has access to it, so it&amp;#039;s best to create two slots to switch back and forth between saves, or create a custom state using the &amp;quot;Save State&amp;quot; selection under File.&lt;br /&gt;
&lt;br /&gt;
Another problem is that, due to bpp preferences, most sprites will not display the proper palette.  An example below is a graphic view of the Hierophant sprite presented in 4bpp.&lt;br /&gt;
[[File:PVVexample2.png|thumbnail|center|The Hierophant with a limited 16-color palette]]&lt;br /&gt;
4bpp can only show 16-colors, leaving the presented sprite with unnatural colors that don&amp;#039;t fit the original, in-game presentation.  Your first solution is to increase bpp to get all of the colors needed, but you then realize that increasing the bpp squishes the sprite, making it even more difficult to fix the problem.&lt;br /&gt;
&lt;br /&gt;
Instead of attempting to rectify the problem through simple [[Recolor|recoloring]], or splicing parts of a screenshot with the closest palette you can find (Which is NOT recommended due to PVV&amp;#039;s palettes being slightly different in shade to the ones used in the screenshot), try and dig around the palette area for other colors that fit the original presentation of the sprite, then save them as separate files once you locate them, after which you can select and combine the parts that represent the original palette to complete the rip.&lt;br /&gt;
&lt;br /&gt;
You can also poke around the contents of the save state for other sprites that represent, or have never been seen anywhere in game.  But be aware that the palettes for these sprites will not be in the same area as the ones tailored to the sprites shown next to the image, and some may require an increase in bpp in order to correct their squished appearance, so be prepared to spend more than a couple minutes sifting through the palettes for the proper colors to display the desired sprite.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
[[File:PVVcontrollererror.png|thumbnail|right|Magical Drop III save state, created while both controllers are active]]&lt;br /&gt;
*Make sure only Controller 1 is active in the configuration section of pSX when save stating.  If you attempt to save state while Controller 2 is active, the palettes may get screwed up, presenting you with an unnaturally colored sprite and screenshot.&lt;br /&gt;
*Be aware that PVV is a more helpful version of the ROM&amp;#039;s v-ram.  So whatever shows up on v-ram (press F11 if playing on a pSX emulator), will also end up on PVV with little to no improvements on the matter.&lt;br /&gt;
*As stated above, PVV&amp;#039;s palettes are slightly different in shade to the original colors of the games, though not so much that it would be glaringly obvious.  If you want the sprite to look as real as presented in the game, simply take a screenshot containing the sprite and use it to recolor the sprites saved through PVV.&lt;/div&gt;</summary>
		<author><name>White-Jet</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.vg-resource.com/index.php?title=PVV&amp;diff=1251</id>
		<title>PVV</title>
		<link rel="alternate" type="text/html" href="https://wiki.vg-resource.com/index.php?title=PVV&amp;diff=1251"/>
		<updated>2014-08-24T22:09:42Z</updated>

		<summary type="html">&lt;p&gt;White-Jet: /* Using PVV */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:PVVmain.png|thumbnail|right|Window Example]]&lt;br /&gt;
PVV is a graphic viewing tool that reveals content hidden and disassembled within a [[Playstation]] save state.  Unlike [[PSX-vram]], it can accept save states from any Playstation emulator capable of the function, and has more onscreen options to upload, find, assemble, and save the sprite with custom-set canvas sizes.&lt;br /&gt;
&lt;br /&gt;
== Tutorial ==&lt;br /&gt;
=== Save States ===&lt;br /&gt;
Depending on the emulator used, it is a simple matter of playing to the point where you want the sprite and the contents within the save state and using one of the following methods to creating the save state:&lt;br /&gt;
==== pSX ====&lt;br /&gt;
pSX has two methods of creating a save state: choosing one of 5 &amp;quot;Quicksave&amp;quot; slots, either by pressing F6-10 or accessing the slots in the Quicksave menu, or selecting &amp;quot;Save State&amp;quot; from the File menu and saving it to wherever suits your needs (you can even name your save state).&lt;br /&gt;
==== ePSXe ====&lt;br /&gt;
=== Accessing Save State in PVV ===&lt;br /&gt;
[[File:Inputsourcemenu.png|thumbnail|right|Input Source Menu layout]]Upon activating PVV, it is a simple matter of locating the emulator&amp;#039;s folder and accessing its &amp;quot;save&amp;quot; subfolder.  Any game containing at least one save state will show up in the &amp;quot;input source&amp;quot; regardless of the emulator used.  If a custom save state was made through pSX, it would be a simple matter of finding the file with .psv as its extension.&lt;br /&gt;
&lt;br /&gt;
Clicking on the game will reveal the save slots and the image taken during the creation of the save state.  Double clicking on the slot will load the state onto the input area of the program, allowing you to view every content within the exact point the save state was made, and other content relating to, or hidden from the final product.&lt;br /&gt;
=== PVV Interface ===&lt;br /&gt;
Almost everything in PVV is relative to PSX-vram, with some additional options to make accessing and saving sprites easier:&lt;br /&gt;
[[File:PVVmenuinterface.png|framed|center|Menu Interface]]&lt;br /&gt;
# Reveal &amp;quot;input source&amp;quot; (where the game saves are stored)&lt;br /&gt;
# Reload &amp;quot;input file&amp;quot;&lt;br /&gt;
# Save &amp;quot;input bitmap&amp;quot; (Saves the entire contents of the save state)&lt;br /&gt;
# Save &amp;quot;output bitmap&amp;quot; (Saves a cropped and arranged image from the work area)&lt;br /&gt;
# Show palette window&lt;br /&gt;
# bpp adjustment (from left to right -&amp;gt; 4, 8, 16, 24)&lt;br /&gt;
# Change output selection (Reveals grids and allows red parameters to be moved by mouse)&lt;br /&gt;
# Change palette selection (reveals grids to help align palettes shown in save state and allows palette parameters to be moved by mouse)&lt;br /&gt;
# Scroll and Zoom options (Left scroll and zoom icons control the output area, right scroll and zoom icons control the work area)&lt;br /&gt;
&lt;br /&gt;
=== Using PVV ===&lt;br /&gt;
As seen above, sprites accessed through PVV can be viewed either by keyboard or with the mouse.&lt;br /&gt;
&lt;br /&gt;
Keyboard shortcuts:&lt;br /&gt;
* Arrow Keys: Moves graphics parameters (red outline).  Hold Shift to adjust height and width. Hold CTRL to leap several pixels.&lt;br /&gt;
* Numpad: Moves Palette parameters (Green outline). Hold CRTL to jump through several rows of palettes (Not recommended for games with small list of palettes).&lt;br /&gt;
* F2: Saves output image&lt;br /&gt;
* F3: Turns &amp;quot;input source&amp;quot; on and off&lt;br /&gt;
* +/-: move input image left or right.&lt;br /&gt;
==== Create Sprite with PVV ====&lt;br /&gt;
The first thing to look out for when accessing your chosen save state is the misalignment of the input bitmap.  Each time a save state is accessed, the input bitmap will be 2-3 pixels to the left.  Because of a lack of options to move the palette parameter one pixel at a time, it&amp;#039;s best to move the entire image to the right in order to align the current palette within the parameter.&lt;br /&gt;
&lt;br /&gt;
Depending on the game, certain sprites will be easy to spot, usually next to the original image taken along with the save state, and its associated colors can be found near the bottom of the palette section.  Its only a simple matter of setting up the graphics parameter to find and reveal the full contents of the sprite, locate its natural palette, and save it to be fixed up in an image editing program.&lt;br /&gt;
[[File:PVVexample1.png|thumbnail|center|The Fool sprite as shown in PVV]]&lt;br /&gt;
There are a few problems when copying and saving multiple sprites for a full sheet.  A save state created within the emulator can&amp;#039;t be overwritten as long as PVV has access to it, so it&amp;#039;s best to create two slots to switch back and forth between saves, or create a custom state using the &amp;quot;Save State&amp;quot; selection under File.&lt;br /&gt;
&lt;br /&gt;
Another problem is that, due to bpp preferences, most sprites will not display the proper palette.  An example below is a graphic view of the Hierophant sprite presented in 4bpp.&lt;br /&gt;
[[File:PVVexample2.png|thumbnail|center|The Hierophant with a limited 16-color palette]]&lt;br /&gt;
4bpp can only show 16-colors, leaving the presented sprite with unnatural colors that don&amp;#039;t fit the original, in-game presentation.  Your first solution is to increase bpp to get all of the colors needed, but you then realize that increasing the bpp squishes the sprite, making it even more difficult to fix the problem.&lt;br /&gt;
&lt;br /&gt;
Instead of attempting to rectify the problem through simple [[Recolor|recoloring]], or splicing parts of a screenshot with the closest palette you can find (Which is NOT recommended due to PPV&amp;#039;s palettes being slightly different in shade to the ones used in the screenshot), try and dig around the palette area for other colors that fit the original presentation of the sprite, then save them as separate files once you locate them, after which you can select and combine the parts that represent the original palette to complete the rip.&lt;br /&gt;
&lt;br /&gt;
You can also poke around the contents of the save state for other sprites that represent, or have never been seen anywhere in game.  But be aware that the palettes for these sprites will not be in the same area as the ones tailored to the sprites shown next to the image, and some may require an increase in bpp in order to correct their squished appearance, so be prepared to spend more than a couple minutes sifting through the palettes for the proper colors to display the desired sprite.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
[[File:PVVcontrollererror.png|thumbnail|right|Magical Drop III save state, created while both controllers are active]]&lt;br /&gt;
*Make sure only Controller 1 is active in the configuration section of pSX when save stating.  If you attempt to save state while Controller 2 is active, the palettes may get screwed up, presenting you with an unnaturally colored sprite and screenshot.&lt;br /&gt;
*Be aware that PVV is a more helpful version of the ROM&amp;#039;s v-ram.  So whatever shows up on v-ram (press F11 if playing on a pSX emulator), will also end up on PVV with little to no improvements on the matter.&lt;br /&gt;
*As stated above, PVV&amp;#039;s palettes are slightly different in shade to the original colors of the games, though not so much that it would be glaringly obvious.  If you want the sprite to look as real as presented in the game, simply take a screenshot containing the sprite and use it to recolor the sprites saved through PVV.&lt;/div&gt;</summary>
		<author><name>White-Jet</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.vg-resource.com/index.php?title=PVV&amp;diff=1250</id>
		<title>PVV</title>
		<link rel="alternate" type="text/html" href="https://wiki.vg-resource.com/index.php?title=PVV&amp;diff=1250"/>
		<updated>2014-08-24T22:04:11Z</updated>

		<summary type="html">&lt;p&gt;White-Jet: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:PVVmain.png|thumbnail|right|Window Example]]&lt;br /&gt;
PVV is a graphic viewing tool that reveals content hidden and disassembled within a [[Playstation]] save state.  Unlike [[PSX-vram]], it can accept save states from any Playstation emulator capable of the function, and has more onscreen options to upload, find, assemble, and save the sprite with custom-set canvas sizes.&lt;br /&gt;
&lt;br /&gt;
== Tutorial ==&lt;br /&gt;
=== Save States ===&lt;br /&gt;
Depending on the emulator used, it is a simple matter of playing to the point where you want the sprite and the contents within the save state and using one of the following methods to creating the save state:&lt;br /&gt;
==== pSX ====&lt;br /&gt;
pSX has two methods of creating a save state: choosing one of 5 &amp;quot;Quicksave&amp;quot; slots, either by pressing F6-10 or accessing the slots in the Quicksave menu, or selecting &amp;quot;Save State&amp;quot; from the File menu and saving it to wherever suits your needs (you can even name your save state).&lt;br /&gt;
==== ePSXe ====&lt;br /&gt;
=== Accessing Save State in PVV ===&lt;br /&gt;
[[File:Inputsourcemenu.png|thumbnail|right|Input Source Menu layout]]Upon activating PVV, it is a simple matter of locating the emulator&amp;#039;s folder and accessing its &amp;quot;save&amp;quot; subfolder.  Any game containing at least one save state will show up in the &amp;quot;input source&amp;quot; regardless of the emulator used.  If a custom save state was made through pSX, it would be a simple matter of finding the file with .psv as its extension.&lt;br /&gt;
&lt;br /&gt;
Clicking on the game will reveal the save slots and the image taken during the creation of the save state.  Double clicking on the slot will load the state onto the input area of the program, allowing you to view every content within the exact point the save state was made, and other content relating to, or hidden from the final product.&lt;br /&gt;
=== PVV Interface ===&lt;br /&gt;
Almost everything in PVV is relative to PSX-vram, with some additional options to make accessing and saving sprites easier:&lt;br /&gt;
[[File:PVVmenuinterface.png|framed|center|Menu Interface]]&lt;br /&gt;
# Reveal &amp;quot;input source&amp;quot; (where the game saves are stored)&lt;br /&gt;
# Reload &amp;quot;input file&amp;quot;&lt;br /&gt;
# Save &amp;quot;input bitmap&amp;quot; (Saves the entire contents of the save state)&lt;br /&gt;
# Save &amp;quot;output bitmap&amp;quot; (Saves a cropped and arranged image from the work area)&lt;br /&gt;
# Show palette window&lt;br /&gt;
# bpp adjustment (from left to right -&amp;gt; 4, 8, 16, 24)&lt;br /&gt;
# Change output selection (Reveals grids and allows red parameters to be moved by mouse)&lt;br /&gt;
# Change palette selection (reveals grids to help align palettes shown in save state and allows palette parameters to be moved by mouse)&lt;br /&gt;
# Scroll and Zoom options (Left scroll and zoom icons control the output area, right scroll and zoom icons control the work area)&lt;br /&gt;
&lt;br /&gt;
=== Using PVV ===&lt;br /&gt;
As seen above, sprites accessed through PVV can be viewed either by keyboard or with the mouse.&lt;br /&gt;
&lt;br /&gt;
Keyboard shortcuts:&lt;br /&gt;
* Arrow Keys: Moves graphics parameters (red outline).  Hold Shift to adjust height and width. Press CTRL to leap several pixels.&lt;br /&gt;
* Numpad: Moves Palette parameters (Green outline). Hold CRTL to jump through several rows of palettes (Not recommended for games with small list of palettes).&lt;br /&gt;
* F2: Saves output image&lt;br /&gt;
* F3: Turns &amp;quot;input source&amp;quot; on and off&lt;br /&gt;
* +/-: move input image left or right.&lt;br /&gt;
==== Create Sprite with PVV ====&lt;br /&gt;
The first thing to look out for when accessing your chosen save state is the misalignment of the input bitmap.  Each time a save state is accessed, the input bitmap will be 2-3 pixels to the left.  Because of a lack of options to move the palette parameter one pixel at a time, it&amp;#039;s best to move the entire image to the right in order to align the current palette within the parameter.&lt;br /&gt;
&lt;br /&gt;
Depending on the game, certain sprites will be easy to spot, usually next to the original image taken along with the save state, and its associated colors can be found near the bottom of the palette section.  Its only a simple matter of setting up the graphics parameter to find and reveal the full contents of the sprite, locate its natural palette, and save it to be fixed up in an image editing program.&lt;br /&gt;
[[File:PVVexample1.png|thumbnail|center|The Fool sprite as shown in PVV]]&lt;br /&gt;
There are a few problems when copying and saving multiple sprites for a full sheet.  A save state created within the emulator can&amp;#039;t be overwritten as long as PVV has access to it, so it&amp;#039;s best to create two slots to switch back and forth between saves, or create a custom state using the &amp;quot;Save State&amp;quot; selection under File.&lt;br /&gt;
&lt;br /&gt;
Another problem is that, due to bpp preferences, most sprites will not display the proper palette.  An example below is a graphic view of the Hierophant sprite presented in 4bpp.&lt;br /&gt;
[[File:PVVexample2.png|thumbnail|center|The Hierophant with a limited 16-color palette]]&lt;br /&gt;
4bpp can only show 16-colors, leaving the presented sprite with unnatural colors that don&amp;#039;t fit the original, in-game presentation.  Your first solution is to increase bpp to get all of the colors needed, but you then realize that increasing the bpp squishes the sprite, making it even more difficult to fix the problem.&lt;br /&gt;
&lt;br /&gt;
Instead of attempting to rectify the problem through simple [[Recolor|recoloring]], or splicing parts of a screenshot with the closest palette you can find (Which is NOT recommended due to PPV&amp;#039;s palettes being slightly different in shade to the ones used in the screenshot), try and dig around the palette area for other colors that fit the original presentation of the sprite, then save them as separate files once you locate them, after which you can select and combine the parts that represent the original palette to complete the rip.&lt;br /&gt;
&lt;br /&gt;
You can also poke around the contents of the save state for other sprites that represent, or have never been seen anywhere in game.  But be aware that the palettes for these sprites will not be in the same area as the ones tailored to the sprites shown next to the image, and some may require an increase in bpp in order to correct their squished appearance, so be prepared to spend more than a couple minutes sifting through the palettes for the proper colors to display the desired sprite.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
[[File:PVVcontrollererror.png|thumbnail|right|Magical Drop III save state, created while both controllers are active]]&lt;br /&gt;
*Make sure only Controller 1 is active in the configuration section of pSX when save stating.  If you attempt to save state while Controller 2 is active, the palettes may get screwed up, presenting you with an unnaturally colored sprite and screenshot.&lt;br /&gt;
*Be aware that PVV is a more helpful version of the ROM&amp;#039;s v-ram.  So whatever shows up on v-ram (press F11 if playing on a pSX emulator), will also end up on PVV with little to no improvements on the matter.&lt;br /&gt;
*As stated above, PVV&amp;#039;s palettes are slightly different in shade to the original colors of the games, though not so much that it would be glaringly obvious.  If you want the sprite to look as real as presented in the game, simply take a screenshot containing the sprite and use it to recolor the sprites saved through PVV.&lt;/div&gt;</summary>
		<author><name>White-Jet</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.vg-resource.com/index.php?title=PVV&amp;diff=1249</id>
		<title>PVV</title>
		<link rel="alternate" type="text/html" href="https://wiki.vg-resource.com/index.php?title=PVV&amp;diff=1249"/>
		<updated>2014-08-24T22:03:30Z</updated>

		<summary type="html">&lt;p&gt;White-Jet: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:PVVmain.png|thumbnail|right|Window Example]]&lt;br /&gt;
PVV is a graphic viewing tool that reveals content hidden and disassembled within a Playstation save state.  Unlike [[PSX-vram]], it can accept save states from any Playstation emulator capable of the function, and has more onscreen options to upload, find, assemble, and save the sprite with custom-set canvas sizes.&lt;br /&gt;
&lt;br /&gt;
== Tutorial ==&lt;br /&gt;
=== Save States ===&lt;br /&gt;
Depending on the emulator used, it is a simple matter of playing to the point where you want the sprite and the contents within the save state and using one of the following methods to creating the save state:&lt;br /&gt;
==== pSX ====&lt;br /&gt;
pSX has two methods of creating a save state: choosing one of 5 &amp;quot;Quicksave&amp;quot; slots, either by pressing F6-10 or accessing the slots in the Quicksave menu, or selecting &amp;quot;Save State&amp;quot; from the File menu and saving it to wherever suits your needs (you can even name your save state).&lt;br /&gt;
==== ePSXe ====&lt;br /&gt;
=== Accessing Save State in PVV ===&lt;br /&gt;
[[File:Inputsourcemenu.png|thumbnail|right|Input Source Menu layout]]Upon activating PVV, it is a simple matter of locating the emulator&amp;#039;s folder and accessing its &amp;quot;save&amp;quot; subfolder.  Any game containing at least one save state will show up in the &amp;quot;input source&amp;quot; regardless of the emulator used.  If a custom save state was made through pSX, it would be a simple matter of finding the file with .psv as its extension.&lt;br /&gt;
&lt;br /&gt;
Clicking on the game will reveal the save slots and the image taken during the creation of the save state.  Double clicking on the slot will load the state onto the input area of the program, allowing you to view every content within the exact point the save state was made, and other content relating to, or hidden from the final product.&lt;br /&gt;
=== PVV Interface ===&lt;br /&gt;
Almost everything in PVV is relative to PSX-vram, with some additional options to make accessing and saving sprites easier:&lt;br /&gt;
[[File:PVVmenuinterface.png|framed|center|Menu Interface]]&lt;br /&gt;
# Reveal &amp;quot;input source&amp;quot; (where the game saves are stored)&lt;br /&gt;
# Reload &amp;quot;input file&amp;quot;&lt;br /&gt;
# Save &amp;quot;input bitmap&amp;quot; (Saves the entire contents of the save state)&lt;br /&gt;
# Save &amp;quot;output bitmap&amp;quot; (Saves a cropped and arranged image from the work area)&lt;br /&gt;
# Show palette window&lt;br /&gt;
# bpp adjustment (from left to right -&amp;gt; 4, 8, 16, 24)&lt;br /&gt;
# Change output selection (Reveals grids and allows red parameters to be moved by mouse)&lt;br /&gt;
# Change palette selection (reveals grids to help align palettes shown in save state and allows palette parameters to be moved by mouse)&lt;br /&gt;
# Scroll and Zoom options (Left scroll and zoom icons control the output area, right scroll and zoom icons control the work area)&lt;br /&gt;
&lt;br /&gt;
=== Using PVV ===&lt;br /&gt;
As seen above, sprites accessed through PVV can be viewed either by keyboard or with the mouse.&lt;br /&gt;
&lt;br /&gt;
Keyboard shortcuts:&lt;br /&gt;
* Arrow Keys: Moves graphics parameters (red outline).  Hold Shift to adjust height and width. Press CTRL to leap several pixels.&lt;br /&gt;
* Numpad: Moves Palette parameters (Green outline). Hold CRTL to jump through several rows of palettes (Not recommended for games with small list of palettes).&lt;br /&gt;
* F2: Saves output image&lt;br /&gt;
* F3: Turns &amp;quot;input source&amp;quot; on and off&lt;br /&gt;
* +/-: move input image left or right.&lt;br /&gt;
==== Create Sprite with PVV ====&lt;br /&gt;
The first thing to look out for when accessing your chosen save state is the misalignment of the input bitmap.  Each time a save state is accessed, the input bitmap will be 2-3 pixels to the left.  Because of a lack of options to move the palette parameter one pixel at a time, it&amp;#039;s best to move the entire image to the right in order to align the current palette within the parameter.&lt;br /&gt;
&lt;br /&gt;
Depending on the game, certain sprites will be easy to spot, usually next to the original image taken along with the save state, and its associated colors can be found near the bottom of the palette section.  Its only a simple matter of setting up the graphics parameter to find and reveal the full contents of the sprite, locate its natural palette, and save it to be fixed up in an image editing program.&lt;br /&gt;
[[File:PVVexample1.png|thumbnail|center|The Fool sprite as shown in PVV]]&lt;br /&gt;
There are a few problems when copying and saving multiple sprites for a full sheet.  A save state created within the emulator can&amp;#039;t be overwritten as long as PVV has access to it, so it&amp;#039;s best to create two slots to switch back and forth between saves, or create a custom state using the &amp;quot;Save State&amp;quot; selection under File.&lt;br /&gt;
&lt;br /&gt;
Another problem is that, due to bpp preferences, most sprites will not display the proper palette.  An example below is a graphic view of the Hierophant sprite presented in 4bpp.&lt;br /&gt;
[[File:PVVexample2.png|thumbnail|center|The Hierophant with a limited 16-color palette]]&lt;br /&gt;
4bpp can only show 16-colors, leaving the presented sprite with unnatural colors that don&amp;#039;t fit the original, in-game presentation.  Your first solution is to increase bpp to get all of the colors needed, but you then realize that increasing the bpp squishes the sprite, making it even more difficult to fix the problem.&lt;br /&gt;
&lt;br /&gt;
Instead of attempting to rectify the problem through simple [[Recolor|recoloring]], or splicing parts of a screenshot with the closest palette you can find (Which is NOT recommended due to PPV&amp;#039;s palettes being slightly different in shade to the ones used in the screenshot), try and dig around the palette area for other colors that fit the original presentation of the sprite, then save them as separate files once you locate them, after which you can select and combine the parts that represent the original palette to complete the rip.&lt;br /&gt;
&lt;br /&gt;
You can also poke around the contents of the save state for other sprites that represent, or have never been seen anywhere in game.  But be aware that the palettes for these sprites will not be in the same area as the ones tailored to the sprites shown next to the image, and some may require an increase in bpp in order to correct their squished appearance, so be prepared to spend more than a couple minutes sifting through the palettes for the proper colors to display the desired sprite.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
[[File:PVVcontrollererror.png|thumbnail|right|Magical Drop III save state, created while both controllers are active]]&lt;br /&gt;
*Make sure only Controller 1 is active in the configuration section of pSX when save stating.  If you attempt to save state while Controller 2 is active, the palettes may get screwed up, presenting you with an unnaturally colored sprite and screenshot.&lt;br /&gt;
*Be aware that PVV is a more helpful version of the ROM&amp;#039;s v-ram.  So whatever shows up on v-ram (press F11 if playing on a pSX emulator), will also end up on PVV with little to no improvements on the matter.&lt;br /&gt;
*As stated above, PVV&amp;#039;s palettes are slightly different in shade to the original colors of the games, though not so much that it would be glaringly obvious.  If you want the sprite to look as real as presented in the game, simply take a screenshot containing the sprite and use it to recolor the sprites saved through PVV.&lt;/div&gt;</summary>
		<author><name>White-Jet</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.vg-resource.com/index.php?title=PVV&amp;diff=1248</id>
		<title>PVV</title>
		<link rel="alternate" type="text/html" href="https://wiki.vg-resource.com/index.php?title=PVV&amp;diff=1248"/>
		<updated>2014-08-24T22:01:15Z</updated>

		<summary type="html">&lt;p&gt;White-Jet: /* Notes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:PVVmain.png|thumbnail|right|Window Example]]&lt;br /&gt;
PVV is a graphic viewing tool that reveals content hidden and disassembled within a PSX save state.  Unlike [[PSX-vram]], it can accept save states from any Playstation emulator capable of the function, and has more onscreen options to upload, find, assemble, and save the sprite with custom-set canvas sizes.&lt;br /&gt;
&lt;br /&gt;
== Tutorial ==&lt;br /&gt;
=== Save States ===&lt;br /&gt;
Depending on the emulator used, it is a simple matter of playing to the point where you want the sprite and the contents within the save state and using one of the following methods to creating the save state:&lt;br /&gt;
==== pSX ====&lt;br /&gt;
pSX has two methods of creating a save state: choosing one of 5 &amp;quot;Quicksave&amp;quot; slots, either by pressing F6-10 or accessing the slots in the Quicksave menu, or selecting &amp;quot;Save State&amp;quot; from the File menu and saving it to wherever suits your needs (you can even name your save state).&lt;br /&gt;
==== ePSXe ====&lt;br /&gt;
=== Accessing Save State in PVV ===&lt;br /&gt;
[[File:Inputsourcemenu.png|thumbnail|right|Input Source Menu layout]]Upon activating PVV, it is a simple matter of locating the emulator&amp;#039;s folder and accessing its &amp;quot;save&amp;quot; subfolder.  Any game containing at least one save state will show up in the &amp;quot;input source&amp;quot; regardless of the emulator used.  If a custom save state was made through pSX, it would be a simple matter of finding the file with .psv as its extension.&lt;br /&gt;
&lt;br /&gt;
Clicking on the game will reveal the save slots and the image taken during the creation of the save state.  Double clicking on the slot will load the state onto the input area of the program, allowing you to view every content within the exact point the save state was made, and other content relating to, or hidden from the final product.&lt;br /&gt;
=== PVV Interface ===&lt;br /&gt;
Almost everything in PVV is relative to PSX-vram, with some additional options to make accessing and saving sprites easier:&lt;br /&gt;
[[File:PVVmenuinterface.png|framed|center|Menu Interface]]&lt;br /&gt;
# Reveal &amp;quot;input source&amp;quot; (where the game saves are stored)&lt;br /&gt;
# Reload &amp;quot;input file&amp;quot;&lt;br /&gt;
# Save &amp;quot;input bitmap&amp;quot; (Saves the entire contents of the save state)&lt;br /&gt;
# Save &amp;quot;output bitmap&amp;quot; (Saves a cropped and arranged image from the work area)&lt;br /&gt;
# Show palette window&lt;br /&gt;
# bpp adjustment (from left to right -&amp;gt; 4, 8, 16, 24)&lt;br /&gt;
# Change output selection (Reveals grids and allows red parameters to be moved by mouse)&lt;br /&gt;
# Change palette selection (reveals grids to help align palettes shown in save state and allows palette parameters to be moved by mouse)&lt;br /&gt;
# Scroll and Zoom options (Left scroll and zoom icons control the output area, right scroll and zoom icons control the work area)&lt;br /&gt;
&lt;br /&gt;
=== Using PVV ===&lt;br /&gt;
As seen above, sprites accessed through PVV can be viewed either by keyboard or with the mouse.&lt;br /&gt;
&lt;br /&gt;
Keyboard shortcuts:&lt;br /&gt;
* Arrow Keys: Moves graphics parameters (red outline).  Hold Shift to adjust height and width. Press CTRL to leap several pixels.&lt;br /&gt;
* Numpad: Moves Palette parameters (Green outline). Hold CRTL to jump through several rows of palettes (Not recommended for games with small list of palettes).&lt;br /&gt;
* F2: Saves output image&lt;br /&gt;
* F3: Turns &amp;quot;input source&amp;quot; on and off&lt;br /&gt;
* +/-: move input image left or right.&lt;br /&gt;
==== Create Sprite with PVV ====&lt;br /&gt;
The first thing to look out for when accessing your chosen save state is the misalignment of the input bitmap.  Each time a save state is accessed, the input bitmap will be 2-3 pixels to the left.  Because of a lack of options to move the palette parameter one pixel at a time, it&amp;#039;s best to move the entire image to the right in order to align the current palette within the parameter.&lt;br /&gt;
&lt;br /&gt;
Depending on the game, certain sprites will be easy to spot, usually next to the original image taken along with the save state, and its associated colors can be found near the bottom of the palette section.  Its only a simple matter of setting up the graphics parameter to find and reveal the full contents of the sprite, locate its natural palette, and save it to be fixed up in an image editing program.&lt;br /&gt;
[[File:PVVexample1.png|thumbnail|center|The Fool sprite as shown in PVV]]&lt;br /&gt;
There are a few problems when copying and saving multiple sprites for a full sheet.  A save state created within the emulator can&amp;#039;t be overwritten as long as PVV has access to it, so it&amp;#039;s best to create two slots to switch back and forth between saves, or create a custom state using the &amp;quot;Save State&amp;quot; selection under File.&lt;br /&gt;
&lt;br /&gt;
Another problem is that, due to bpp preferences, most sprites will not display the proper palette.  An example below is a graphic view of the Hierophant sprite presented in 4bpp.&lt;br /&gt;
[[File:PVVexample2.png|thumbnail|center|The Hierophant with a limited 16-color palette]]&lt;br /&gt;
4bpp can only show 16-colors, leaving the presented sprite with unnatural colors that don&amp;#039;t fit the original, in-game presentation.  Your first solution is to increase bpp to get all of the colors needed, but you then realize that increasing the bpp squishes the sprite, making it even more difficult to fix the problem.&lt;br /&gt;
&lt;br /&gt;
Instead of attempting to rectify the problem through simple [[Recolor|recoloring]], or splicing parts of a screenshot with the closest palette you can find (Which is NOT recommended due to PPV&amp;#039;s palettes being slightly different in shade to the ones used in the screenshot), try and dig around the palette area for other colors that fit the original presentation of the sprite, then save them as separate files once you locate them, after which you can select and combine the parts that represent the original palette to complete the rip.&lt;br /&gt;
&lt;br /&gt;
You can also poke around the contents of the save state for other sprites that represent, or have never been seen anywhere in game.  But be aware that the palettes for these sprites will not be in the same area as the ones tailored to the sprites shown next to the image, and some may require an increase in bpp in order to correct their squished appearance, so be prepared to spend more than a couple minutes sifting through the palettes for the proper colors to display the desired sprite.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
[[File:PVVcontrollererror.png|thumbnail|right|Magical Drop III save state, created while both controllers are active]]&lt;br /&gt;
*Make sure only Controller 1 is active in the configuration section of pSX when save stating.  If you attempt to save state while Controller 2 is active, the palettes may get screwed up, presenting you with an unnaturally colored sprite and screenshot.&lt;br /&gt;
*Be aware that PVV is a more helpful version of the ROM&amp;#039;s v-ram.  So whatever shows up on v-ram (press F11 if playing on a pSX emulator), will also end up on PVV with little to no improvements on the matter.&lt;br /&gt;
*As stated above, PVV&amp;#039;s palettes are slightly different in shade to the original colors of the games, though not so much that it would be glaringly obvious.  If you want the sprite to look as real as presented in the game, simply take a screenshot containing the sprite and use it to recolor the sprites saved through PVV.&lt;/div&gt;</summary>
		<author><name>White-Jet</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.vg-resource.com/index.php?title=PVV&amp;diff=1247</id>
		<title>PVV</title>
		<link rel="alternate" type="text/html" href="https://wiki.vg-resource.com/index.php?title=PVV&amp;diff=1247"/>
		<updated>2014-08-24T21:49:17Z</updated>

		<summary type="html">&lt;p&gt;White-Jet: /* Notes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:PVVmain.png|thumbnail|right|Window Example]]&lt;br /&gt;
PVV is a graphic viewing tool that reveals content hidden and disassembled within a PSX save state.  Unlike [[PSX-vram]], it can accept save states from any Playstation emulator capable of the function, and has more onscreen options to upload, find, assemble, and save the sprite with custom-set canvas sizes.&lt;br /&gt;
&lt;br /&gt;
== Tutorial ==&lt;br /&gt;
=== Save States ===&lt;br /&gt;
Depending on the emulator used, it is a simple matter of playing to the point where you want the sprite and the contents within the save state and using one of the following methods to creating the save state:&lt;br /&gt;
==== pSX ====&lt;br /&gt;
pSX has two methods of creating a save state: choosing one of 5 &amp;quot;Quicksave&amp;quot; slots, either by pressing F6-10 or accessing the slots in the Quicksave menu, or selecting &amp;quot;Save State&amp;quot; from the File menu and saving it to wherever suits your needs (you can even name your save state).&lt;br /&gt;
==== ePSXe ====&lt;br /&gt;
=== Accessing Save State in PVV ===&lt;br /&gt;
[[File:Inputsourcemenu.png|thumbnail|right|Input Source Menu layout]]Upon activating PVV, it is a simple matter of locating the emulator&amp;#039;s folder and accessing its &amp;quot;save&amp;quot; subfolder.  Any game containing at least one save state will show up in the &amp;quot;input source&amp;quot; regardless of the emulator used.  If a custom save state was made through pSX, it would be a simple matter of finding the file with .psv as its extension.&lt;br /&gt;
&lt;br /&gt;
Clicking on the game will reveal the save slots and the image taken during the creation of the save state.  Double clicking on the slot will load the state onto the input area of the program, allowing you to view every content within the exact point the save state was made, and other content relating to, or hidden from the final product.&lt;br /&gt;
=== PVV Interface ===&lt;br /&gt;
Almost everything in PVV is relative to PSX-vram, with some additional options to make accessing and saving sprites easier:&lt;br /&gt;
[[File:PVVmenuinterface.png|framed|center|Menu Interface]]&lt;br /&gt;
# Reveal &amp;quot;input source&amp;quot; (where the game saves are stored)&lt;br /&gt;
# Reload &amp;quot;input file&amp;quot;&lt;br /&gt;
# Save &amp;quot;input bitmap&amp;quot; (Saves the entire contents of the save state)&lt;br /&gt;
# Save &amp;quot;output bitmap&amp;quot; (Saves a cropped and arranged image from the work area)&lt;br /&gt;
# Show palette window&lt;br /&gt;
# bpp adjustment (from left to right -&amp;gt; 4, 8, 16, 24)&lt;br /&gt;
# Change output selection (Reveals grids and allows red parameters to be moved by mouse)&lt;br /&gt;
# Change palette selection (reveals grids to help align palettes shown in save state and allows palette parameters to be moved by mouse)&lt;br /&gt;
# Scroll and Zoom options (Left scroll and zoom icons control the output area, right scroll and zoom icons control the work area)&lt;br /&gt;
&lt;br /&gt;
=== Using PVV ===&lt;br /&gt;
As seen above, sprites accessed through PVV can be viewed either by keyboard or with the mouse.&lt;br /&gt;
&lt;br /&gt;
Keyboard shortcuts:&lt;br /&gt;
* Arrow Keys: Moves graphics parameters (red outline).  Hold Shift to adjust height and width. Press CTRL to leap several pixels.&lt;br /&gt;
* Numpad: Moves Palette parameters (Green outline). Hold CRTL to jump through several rows of palettes (Not recommended for games with small list of palettes).&lt;br /&gt;
* F2: Saves output image&lt;br /&gt;
* F3: Turns &amp;quot;input source&amp;quot; on and off&lt;br /&gt;
* +/-: move input image left or right.&lt;br /&gt;
==== Create Sprite with PVV ====&lt;br /&gt;
The first thing to look out for when accessing your chosen save state is the misalignment of the input bitmap.  Each time a save state is accessed, the input bitmap will be 2-3 pixels to the left.  Because of a lack of options to move the palette parameter one pixel at a time, it&amp;#039;s best to move the entire image to the right in order to align the current palette within the parameter.&lt;br /&gt;
&lt;br /&gt;
Depending on the game, certain sprites will be easy to spot, usually next to the original image taken along with the save state, and its associated colors can be found near the bottom of the palette section.  Its only a simple matter of setting up the graphics parameter to find and reveal the full contents of the sprite, locate its natural palette, and save it to be fixed up in an image editing program.&lt;br /&gt;
[[File:PVVexample1.png|thumbnail|center|The Fool sprite as shown in PVV]]&lt;br /&gt;
There are a few problems when copying and saving multiple sprites for a full sheet.  A save state created within the emulator can&amp;#039;t be overwritten as long as PVV has access to it, so it&amp;#039;s best to create two slots to switch back and forth between saves, or create a custom state using the &amp;quot;Save State&amp;quot; selection under File.&lt;br /&gt;
&lt;br /&gt;
Another problem is that, due to bpp preferences, most sprites will not display the proper palette.  An example below is a graphic view of the Hierophant sprite presented in 4bpp.&lt;br /&gt;
[[File:PVVexample2.png|thumbnail|center|The Hierophant with a limited 16-color palette]]&lt;br /&gt;
4bpp can only show 16-colors, leaving the presented sprite with unnatural colors that don&amp;#039;t fit the original, in-game presentation.  Your first solution is to increase bpp to get all of the colors needed, but you then realize that increasing the bpp squishes the sprite, making it even more difficult to fix the problem.&lt;br /&gt;
&lt;br /&gt;
Instead of attempting to rectify the problem through simple [[Recolor|recoloring]], or splicing parts of a screenshot with the closest palette you can find (Which is NOT recommended due to PPV&amp;#039;s palettes being slightly different in shade to the ones used in the screenshot), try and dig around the palette area for other colors that fit the original presentation of the sprite, then save them as separate files once you locate them, after which you can select and combine the parts that represent the original palette to complete the rip.&lt;br /&gt;
&lt;br /&gt;
You can also poke around the contents of the save state for other sprites that represent, or have never been seen anywhere in game.  But be aware that the palettes for these sprites will not be in the same area as the ones tailored to the sprites shown next to the image, and some may require an increase in bpp in order to correct their squished appearance, so be prepared to spend more than a couple minutes sifting through the palettes for the proper colors to display the desired sprite.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
[[File:PVVcontrollererror.png|thumbnail|right|Magical Drop III save state, created while both controllers are active]]*Make sure only Controller 1 is active in the configuration section of pSX when save stating.  If you attempt to save state while Controller 2 is active, the palettes may get screwed up, presenting you with an unnaturally colored sprite and screenshot.&lt;br /&gt;
*Be aware that PVV is a more helpful version of the ROM&amp;#039;s v-ram.  So whatever shows up on v-ram (press F11 if playing on a pSX emulator), will also end up on PVV with little to no improvements on the matter.&lt;/div&gt;</summary>
		<author><name>White-Jet</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.vg-resource.com/index.php?title=PVV&amp;diff=1246</id>
		<title>PVV</title>
		<link rel="alternate" type="text/html" href="https://wiki.vg-resource.com/index.php?title=PVV&amp;diff=1246"/>
		<updated>2014-08-24T21:48:42Z</updated>

		<summary type="html">&lt;p&gt;White-Jet: /* Notes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:PVVmain.png|thumbnail|right|Window Example]]&lt;br /&gt;
PVV is a graphic viewing tool that reveals content hidden and disassembled within a PSX save state.  Unlike [[PSX-vram]], it can accept save states from any Playstation emulator capable of the function, and has more onscreen options to upload, find, assemble, and save the sprite with custom-set canvas sizes.&lt;br /&gt;
&lt;br /&gt;
== Tutorial ==&lt;br /&gt;
=== Save States ===&lt;br /&gt;
Depending on the emulator used, it is a simple matter of playing to the point where you want the sprite and the contents within the save state and using one of the following methods to creating the save state:&lt;br /&gt;
==== pSX ====&lt;br /&gt;
pSX has two methods of creating a save state: choosing one of 5 &amp;quot;Quicksave&amp;quot; slots, either by pressing F6-10 or accessing the slots in the Quicksave menu, or selecting &amp;quot;Save State&amp;quot; from the File menu and saving it to wherever suits your needs (you can even name your save state).&lt;br /&gt;
==== ePSXe ====&lt;br /&gt;
=== Accessing Save State in PVV ===&lt;br /&gt;
[[File:Inputsourcemenu.png|thumbnail|right|Input Source Menu layout]]Upon activating PVV, it is a simple matter of locating the emulator&amp;#039;s folder and accessing its &amp;quot;save&amp;quot; subfolder.  Any game containing at least one save state will show up in the &amp;quot;input source&amp;quot; regardless of the emulator used.  If a custom save state was made through pSX, it would be a simple matter of finding the file with .psv as its extension.&lt;br /&gt;
&lt;br /&gt;
Clicking on the game will reveal the save slots and the image taken during the creation of the save state.  Double clicking on the slot will load the state onto the input area of the program, allowing you to view every content within the exact point the save state was made, and other content relating to, or hidden from the final product.&lt;br /&gt;
=== PVV Interface ===&lt;br /&gt;
Almost everything in PVV is relative to PSX-vram, with some additional options to make accessing and saving sprites easier:&lt;br /&gt;
[[File:PVVmenuinterface.png|framed|center|Menu Interface]]&lt;br /&gt;
# Reveal &amp;quot;input source&amp;quot; (where the game saves are stored)&lt;br /&gt;
# Reload &amp;quot;input file&amp;quot;&lt;br /&gt;
# Save &amp;quot;input bitmap&amp;quot; (Saves the entire contents of the save state)&lt;br /&gt;
# Save &amp;quot;output bitmap&amp;quot; (Saves a cropped and arranged image from the work area)&lt;br /&gt;
# Show palette window&lt;br /&gt;
# bpp adjustment (from left to right -&amp;gt; 4, 8, 16, 24)&lt;br /&gt;
# Change output selection (Reveals grids and allows red parameters to be moved by mouse)&lt;br /&gt;
# Change palette selection (reveals grids to help align palettes shown in save state and allows palette parameters to be moved by mouse)&lt;br /&gt;
# Scroll and Zoom options (Left scroll and zoom icons control the output area, right scroll and zoom icons control the work area)&lt;br /&gt;
&lt;br /&gt;
=== Using PVV ===&lt;br /&gt;
As seen above, sprites accessed through PVV can be viewed either by keyboard or with the mouse.&lt;br /&gt;
&lt;br /&gt;
Keyboard shortcuts:&lt;br /&gt;
* Arrow Keys: Moves graphics parameters (red outline).  Hold Shift to adjust height and width. Press CTRL to leap several pixels.&lt;br /&gt;
* Numpad: Moves Palette parameters (Green outline). Hold CRTL to jump through several rows of palettes (Not recommended for games with small list of palettes).&lt;br /&gt;
* F2: Saves output image&lt;br /&gt;
* F3: Turns &amp;quot;input source&amp;quot; on and off&lt;br /&gt;
* +/-: move input image left or right.&lt;br /&gt;
==== Create Sprite with PVV ====&lt;br /&gt;
The first thing to look out for when accessing your chosen save state is the misalignment of the input bitmap.  Each time a save state is accessed, the input bitmap will be 2-3 pixels to the left.  Because of a lack of options to move the palette parameter one pixel at a time, it&amp;#039;s best to move the entire image to the right in order to align the current palette within the parameter.&lt;br /&gt;
&lt;br /&gt;
Depending on the game, certain sprites will be easy to spot, usually next to the original image taken along with the save state, and its associated colors can be found near the bottom of the palette section.  Its only a simple matter of setting up the graphics parameter to find and reveal the full contents of the sprite, locate its natural palette, and save it to be fixed up in an image editing program.&lt;br /&gt;
[[File:PVVexample1.png|thumbnail|center|The Fool sprite as shown in PVV]]&lt;br /&gt;
There are a few problems when copying and saving multiple sprites for a full sheet.  A save state created within the emulator can&amp;#039;t be overwritten as long as PVV has access to it, so it&amp;#039;s best to create two slots to switch back and forth between saves, or create a custom state using the &amp;quot;Save State&amp;quot; selection under File.&lt;br /&gt;
&lt;br /&gt;
Another problem is that, due to bpp preferences, most sprites will not display the proper palette.  An example below is a graphic view of the Hierophant sprite presented in 4bpp.&lt;br /&gt;
[[File:PVVexample2.png|thumbnail|center|The Hierophant with a limited 16-color palette]]&lt;br /&gt;
4bpp can only show 16-colors, leaving the presented sprite with unnatural colors that don&amp;#039;t fit the original, in-game presentation.  Your first solution is to increase bpp to get all of the colors needed, but you then realize that increasing the bpp squishes the sprite, making it even more difficult to fix the problem.&lt;br /&gt;
&lt;br /&gt;
Instead of attempting to rectify the problem through simple [[Recolor|recoloring]], or splicing parts of a screenshot with the closest palette you can find (Which is NOT recommended due to PPV&amp;#039;s palettes being slightly different in shade to the ones used in the screenshot), try and dig around the palette area for other colors that fit the original presentation of the sprite, then save them as separate files once you locate them, after which you can select and combine the parts that represent the original palette to complete the rip.&lt;br /&gt;
&lt;br /&gt;
You can also poke around the contents of the save state for other sprites that represent, or have never been seen anywhere in game.  But be aware that the palettes for these sprites will not be in the same area as the ones tailored to the sprites shown next to the image, and some may require an increase in bpp in order to correct their squished appearance, so be prepared to spend more than a couple minutes sifting through the palettes for the proper colors to display the desired sprite.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
*Make sure only Controller 1 is active in the configuration section of pSX when save stating.  If you attempt to save state while Controller 2 is active, the palettes may get screwed up, presenting you with an unnaturally colored sprite and screenshot.&lt;br /&gt;
[[File:PVVcontrollererror.png|thumbnail|right|Magical Drop III save state, created while both controllers are active]]&lt;br /&gt;
*Be aware that PVV is a more helpful version of the ROM&amp;#039;s v-ram.  So whatever shows up on v-ram (press F11 if playing on a pSX emulator), will also end up on PVV with little to no improvements on the matter.&lt;/div&gt;</summary>
		<author><name>White-Jet</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.vg-resource.com/index.php?title=PVV&amp;diff=1245</id>
		<title>PVV</title>
		<link rel="alternate" type="text/html" href="https://wiki.vg-resource.com/index.php?title=PVV&amp;diff=1245"/>
		<updated>2014-08-24T21:47:27Z</updated>

		<summary type="html">&lt;p&gt;White-Jet: /* Notes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:PVVmain.png|thumbnail|right|Window Example]]&lt;br /&gt;
PVV is a graphic viewing tool that reveals content hidden and disassembled within a PSX save state.  Unlike [[PSX-vram]], it can accept save states from any Playstation emulator capable of the function, and has more onscreen options to upload, find, assemble, and save the sprite with custom-set canvas sizes.&lt;br /&gt;
&lt;br /&gt;
== Tutorial ==&lt;br /&gt;
=== Save States ===&lt;br /&gt;
Depending on the emulator used, it is a simple matter of playing to the point where you want the sprite and the contents within the save state and using one of the following methods to creating the save state:&lt;br /&gt;
==== pSX ====&lt;br /&gt;
pSX has two methods of creating a save state: choosing one of 5 &amp;quot;Quicksave&amp;quot; slots, either by pressing F6-10 or accessing the slots in the Quicksave menu, or selecting &amp;quot;Save State&amp;quot; from the File menu and saving it to wherever suits your needs (you can even name your save state).&lt;br /&gt;
==== ePSXe ====&lt;br /&gt;
=== Accessing Save State in PVV ===&lt;br /&gt;
[[File:Inputsourcemenu.png|thumbnail|right|Input Source Menu layout]]Upon activating PVV, it is a simple matter of locating the emulator&amp;#039;s folder and accessing its &amp;quot;save&amp;quot; subfolder.  Any game containing at least one save state will show up in the &amp;quot;input source&amp;quot; regardless of the emulator used.  If a custom save state was made through pSX, it would be a simple matter of finding the file with .psv as its extension.&lt;br /&gt;
&lt;br /&gt;
Clicking on the game will reveal the save slots and the image taken during the creation of the save state.  Double clicking on the slot will load the state onto the input area of the program, allowing you to view every content within the exact point the save state was made, and other content relating to, or hidden from the final product.&lt;br /&gt;
=== PVV Interface ===&lt;br /&gt;
Almost everything in PVV is relative to PSX-vram, with some additional options to make accessing and saving sprites easier:&lt;br /&gt;
[[File:PVVmenuinterface.png|framed|center|Menu Interface]]&lt;br /&gt;
# Reveal &amp;quot;input source&amp;quot; (where the game saves are stored)&lt;br /&gt;
# Reload &amp;quot;input file&amp;quot;&lt;br /&gt;
# Save &amp;quot;input bitmap&amp;quot; (Saves the entire contents of the save state)&lt;br /&gt;
# Save &amp;quot;output bitmap&amp;quot; (Saves a cropped and arranged image from the work area)&lt;br /&gt;
# Show palette window&lt;br /&gt;
# bpp adjustment (from left to right -&amp;gt; 4, 8, 16, 24)&lt;br /&gt;
# Change output selection (Reveals grids and allows red parameters to be moved by mouse)&lt;br /&gt;
# Change palette selection (reveals grids to help align palettes shown in save state and allows palette parameters to be moved by mouse)&lt;br /&gt;
# Scroll and Zoom options (Left scroll and zoom icons control the output area, right scroll and zoom icons control the work area)&lt;br /&gt;
&lt;br /&gt;
=== Using PVV ===&lt;br /&gt;
As seen above, sprites accessed through PVV can be viewed either by keyboard or with the mouse.&lt;br /&gt;
&lt;br /&gt;
Keyboard shortcuts:&lt;br /&gt;
* Arrow Keys: Moves graphics parameters (red outline).  Hold Shift to adjust height and width. Press CTRL to leap several pixels.&lt;br /&gt;
* Numpad: Moves Palette parameters (Green outline). Hold CRTL to jump through several rows of palettes (Not recommended for games with small list of palettes).&lt;br /&gt;
* F2: Saves output image&lt;br /&gt;
* F3: Turns &amp;quot;input source&amp;quot; on and off&lt;br /&gt;
* +/-: move input image left or right.&lt;br /&gt;
==== Create Sprite with PVV ====&lt;br /&gt;
The first thing to look out for when accessing your chosen save state is the misalignment of the input bitmap.  Each time a save state is accessed, the input bitmap will be 2-3 pixels to the left.  Because of a lack of options to move the palette parameter one pixel at a time, it&amp;#039;s best to move the entire image to the right in order to align the current palette within the parameter.&lt;br /&gt;
&lt;br /&gt;
Depending on the game, certain sprites will be easy to spot, usually next to the original image taken along with the save state, and its associated colors can be found near the bottom of the palette section.  Its only a simple matter of setting up the graphics parameter to find and reveal the full contents of the sprite, locate its natural palette, and save it to be fixed up in an image editing program.&lt;br /&gt;
[[File:PVVexample1.png|thumbnail|center|The Fool sprite as shown in PVV]]&lt;br /&gt;
There are a few problems when copying and saving multiple sprites for a full sheet.  A save state created within the emulator can&amp;#039;t be overwritten as long as PVV has access to it, so it&amp;#039;s best to create two slots to switch back and forth between saves, or create a custom state using the &amp;quot;Save State&amp;quot; selection under File.&lt;br /&gt;
&lt;br /&gt;
Another problem is that, due to bpp preferences, most sprites will not display the proper palette.  An example below is a graphic view of the Hierophant sprite presented in 4bpp.&lt;br /&gt;
[[File:PVVexample2.png|thumbnail|center|The Hierophant with a limited 16-color palette]]&lt;br /&gt;
4bpp can only show 16-colors, leaving the presented sprite with unnatural colors that don&amp;#039;t fit the original, in-game presentation.  Your first solution is to increase bpp to get all of the colors needed, but you then realize that increasing the bpp squishes the sprite, making it even more difficult to fix the problem.&lt;br /&gt;
&lt;br /&gt;
Instead of attempting to rectify the problem through simple [[Recolor|recoloring]], or splicing parts of a screenshot with the closest palette you can find (Which is NOT recommended due to PPV&amp;#039;s palettes being slightly different in shade to the ones used in the screenshot), try and dig around the palette area for other colors that fit the original presentation of the sprite, then save them as separate files once you locate them, after which you can select and combine the parts that represent the original palette to complete the rip.&lt;br /&gt;
&lt;br /&gt;
You can also poke around the contents of the save state for other sprites that represent, or have never been seen anywhere in game.  But be aware that the palettes for these sprites will not be in the same area as the ones tailored to the sprites shown next to the image, and some may require an increase in bpp in order to correct their squished appearance, so be prepared to spend more than a couple minutes sifting through the palettes for the proper colors to display the desired sprite.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
*Make sure only Controller 1 is active in the configuration section of pSX when save stating from fighting games such as [[Street Fighter Alpha 3]], or [[Magical Drop III]].  If you attempt to save state while Controller 2 is active, the palettes may get screwed up, presenting you with an unnaturally colored sprite and screenshot.&lt;br /&gt;
[[File:PVVcontrollererror.png|thumbnail|right|Magical Drop III save state, created while both controllers are active]]&lt;br /&gt;
*Be aware that PVV is a more helpful version of the ROM&amp;#039;s v-ram.  So whatever shows up on v-ram (press F11 if playing on a pSX emulator), will also end up on PVV with little to no improvements on the matter.&lt;/div&gt;</summary>
		<author><name>White-Jet</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.vg-resource.com/index.php?title=PVV&amp;diff=1244</id>
		<title>PVV</title>
		<link rel="alternate" type="text/html" href="https://wiki.vg-resource.com/index.php?title=PVV&amp;diff=1244"/>
		<updated>2014-08-24T21:47:01Z</updated>

		<summary type="html">&lt;p&gt;White-Jet: /* Notes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:PVVmain.png|thumbnail|right|Window Example]]&lt;br /&gt;
PVV is a graphic viewing tool that reveals content hidden and disassembled within a PSX save state.  Unlike [[PSX-vram]], it can accept save states from any Playstation emulator capable of the function, and has more onscreen options to upload, find, assemble, and save the sprite with custom-set canvas sizes.&lt;br /&gt;
&lt;br /&gt;
== Tutorial ==&lt;br /&gt;
=== Save States ===&lt;br /&gt;
Depending on the emulator used, it is a simple matter of playing to the point where you want the sprite and the contents within the save state and using one of the following methods to creating the save state:&lt;br /&gt;
==== pSX ====&lt;br /&gt;
pSX has two methods of creating a save state: choosing one of 5 &amp;quot;Quicksave&amp;quot; slots, either by pressing F6-10 or accessing the slots in the Quicksave menu, or selecting &amp;quot;Save State&amp;quot; from the File menu and saving it to wherever suits your needs (you can even name your save state).&lt;br /&gt;
==== ePSXe ====&lt;br /&gt;
=== Accessing Save State in PVV ===&lt;br /&gt;
[[File:Inputsourcemenu.png|thumbnail|right|Input Source Menu layout]]Upon activating PVV, it is a simple matter of locating the emulator&amp;#039;s folder and accessing its &amp;quot;save&amp;quot; subfolder.  Any game containing at least one save state will show up in the &amp;quot;input source&amp;quot; regardless of the emulator used.  If a custom save state was made through pSX, it would be a simple matter of finding the file with .psv as its extension.&lt;br /&gt;
&lt;br /&gt;
Clicking on the game will reveal the save slots and the image taken during the creation of the save state.  Double clicking on the slot will load the state onto the input area of the program, allowing you to view every content within the exact point the save state was made, and other content relating to, or hidden from the final product.&lt;br /&gt;
=== PVV Interface ===&lt;br /&gt;
Almost everything in PVV is relative to PSX-vram, with some additional options to make accessing and saving sprites easier:&lt;br /&gt;
[[File:PVVmenuinterface.png|framed|center|Menu Interface]]&lt;br /&gt;
# Reveal &amp;quot;input source&amp;quot; (where the game saves are stored)&lt;br /&gt;
# Reload &amp;quot;input file&amp;quot;&lt;br /&gt;
# Save &amp;quot;input bitmap&amp;quot; (Saves the entire contents of the save state)&lt;br /&gt;
# Save &amp;quot;output bitmap&amp;quot; (Saves a cropped and arranged image from the work area)&lt;br /&gt;
# Show palette window&lt;br /&gt;
# bpp adjustment (from left to right -&amp;gt; 4, 8, 16, 24)&lt;br /&gt;
# Change output selection (Reveals grids and allows red parameters to be moved by mouse)&lt;br /&gt;
# Change palette selection (reveals grids to help align palettes shown in save state and allows palette parameters to be moved by mouse)&lt;br /&gt;
# Scroll and Zoom options (Left scroll and zoom icons control the output area, right scroll and zoom icons control the work area)&lt;br /&gt;
&lt;br /&gt;
=== Using PVV ===&lt;br /&gt;
As seen above, sprites accessed through PVV can be viewed either by keyboard or with the mouse.&lt;br /&gt;
&lt;br /&gt;
Keyboard shortcuts:&lt;br /&gt;
* Arrow Keys: Moves graphics parameters (red outline).  Hold Shift to adjust height and width. Press CTRL to leap several pixels.&lt;br /&gt;
* Numpad: Moves Palette parameters (Green outline). Hold CRTL to jump through several rows of palettes (Not recommended for games with small list of palettes).&lt;br /&gt;
* F2: Saves output image&lt;br /&gt;
* F3: Turns &amp;quot;input source&amp;quot; on and off&lt;br /&gt;
* +/-: move input image left or right.&lt;br /&gt;
==== Create Sprite with PVV ====&lt;br /&gt;
The first thing to look out for when accessing your chosen save state is the misalignment of the input bitmap.  Each time a save state is accessed, the input bitmap will be 2-3 pixels to the left.  Because of a lack of options to move the palette parameter one pixel at a time, it&amp;#039;s best to move the entire image to the right in order to align the current palette within the parameter.&lt;br /&gt;
&lt;br /&gt;
Depending on the game, certain sprites will be easy to spot, usually next to the original image taken along with the save state, and its associated colors can be found near the bottom of the palette section.  Its only a simple matter of setting up the graphics parameter to find and reveal the full contents of the sprite, locate its natural palette, and save it to be fixed up in an image editing program.&lt;br /&gt;
[[File:PVVexample1.png|thumbnail|center|The Fool sprite as shown in PVV]]&lt;br /&gt;
There are a few problems when copying and saving multiple sprites for a full sheet.  A save state created within the emulator can&amp;#039;t be overwritten as long as PVV has access to it, so it&amp;#039;s best to create two slots to switch back and forth between saves, or create a custom state using the &amp;quot;Save State&amp;quot; selection under File.&lt;br /&gt;
&lt;br /&gt;
Another problem is that, due to bpp preferences, most sprites will not display the proper palette.  An example below is a graphic view of the Hierophant sprite presented in 4bpp.&lt;br /&gt;
[[File:PVVexample2.png|thumbnail|center|The Hierophant with a limited 16-color palette]]&lt;br /&gt;
4bpp can only show 16-colors, leaving the presented sprite with unnatural colors that don&amp;#039;t fit the original, in-game presentation.  Your first solution is to increase bpp to get all of the colors needed, but you then realize that increasing the bpp squishes the sprite, making it even more difficult to fix the problem.&lt;br /&gt;
&lt;br /&gt;
Instead of attempting to rectify the problem through simple [[Recolor|recoloring]], or splicing parts of a screenshot with the closest palette you can find (Which is NOT recommended due to PPV&amp;#039;s palettes being slightly different in shade to the ones used in the screenshot), try and dig around the palette area for other colors that fit the original presentation of the sprite, then save them as separate files once you locate them, after which you can select and combine the parts that represent the original palette to complete the rip.&lt;br /&gt;
&lt;br /&gt;
You can also poke around the contents of the save state for other sprites that represent, or have never been seen anywhere in game.  But be aware that the palettes for these sprites will not be in the same area as the ones tailored to the sprites shown next to the image, and some may require an increase in bpp in order to correct their squished appearance, so be prepared to spend more than a couple minutes sifting through the palettes for the proper colors to display the desired sprite.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
*Make sure only Controller 1 is active in the configuration section of pSX when save stating from fighting games such as [[Street Fighter Alpha 3]], or [[Magical Drop III]].  If you attempt to rip sprites while Controller 2 is active, the palettes may get screwed up, presenting you with an unnaturally colored sprite and screenshot.&lt;br /&gt;
[[File:PVVcontrollererror.png|thumbnail|right|Magical Drop III save state, created while both controllers are active]]&lt;br /&gt;
*Be aware that PVV is a more helpful version of the ROM&amp;#039;s v-ram.  So whatever shows up on v-ram (press F11 if playing on a pSX emulator), will also end up on PVV with little to no improvements on the matter.&lt;/div&gt;</summary>
		<author><name>White-Jet</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.vg-resource.com/index.php?title=PVV&amp;diff=1243</id>
		<title>PVV</title>
		<link rel="alternate" type="text/html" href="https://wiki.vg-resource.com/index.php?title=PVV&amp;diff=1243"/>
		<updated>2014-08-24T21:46:28Z</updated>

		<summary type="html">&lt;p&gt;White-Jet: /* Notes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:PVVmain.png|thumbnail|right|Window Example]]&lt;br /&gt;
PVV is a graphic viewing tool that reveals content hidden and disassembled within a PSX save state.  Unlike [[PSX-vram]], it can accept save states from any Playstation emulator capable of the function, and has more onscreen options to upload, find, assemble, and save the sprite with custom-set canvas sizes.&lt;br /&gt;
&lt;br /&gt;
== Tutorial ==&lt;br /&gt;
=== Save States ===&lt;br /&gt;
Depending on the emulator used, it is a simple matter of playing to the point where you want the sprite and the contents within the save state and using one of the following methods to creating the save state:&lt;br /&gt;
==== pSX ====&lt;br /&gt;
pSX has two methods of creating a save state: choosing one of 5 &amp;quot;Quicksave&amp;quot; slots, either by pressing F6-10 or accessing the slots in the Quicksave menu, or selecting &amp;quot;Save State&amp;quot; from the File menu and saving it to wherever suits your needs (you can even name your save state).&lt;br /&gt;
==== ePSXe ====&lt;br /&gt;
=== Accessing Save State in PVV ===&lt;br /&gt;
[[File:Inputsourcemenu.png|thumbnail|right|Input Source Menu layout]]Upon activating PVV, it is a simple matter of locating the emulator&amp;#039;s folder and accessing its &amp;quot;save&amp;quot; subfolder.  Any game containing at least one save state will show up in the &amp;quot;input source&amp;quot; regardless of the emulator used.  If a custom save state was made through pSX, it would be a simple matter of finding the file with .psv as its extension.&lt;br /&gt;
&lt;br /&gt;
Clicking on the game will reveal the save slots and the image taken during the creation of the save state.  Double clicking on the slot will load the state onto the input area of the program, allowing you to view every content within the exact point the save state was made, and other content relating to, or hidden from the final product.&lt;br /&gt;
=== PVV Interface ===&lt;br /&gt;
Almost everything in PVV is relative to PSX-vram, with some additional options to make accessing and saving sprites easier:&lt;br /&gt;
[[File:PVVmenuinterface.png|framed|center|Menu Interface]]&lt;br /&gt;
# Reveal &amp;quot;input source&amp;quot; (where the game saves are stored)&lt;br /&gt;
# Reload &amp;quot;input file&amp;quot;&lt;br /&gt;
# Save &amp;quot;input bitmap&amp;quot; (Saves the entire contents of the save state)&lt;br /&gt;
# Save &amp;quot;output bitmap&amp;quot; (Saves a cropped and arranged image from the work area)&lt;br /&gt;
# Show palette window&lt;br /&gt;
# bpp adjustment (from left to right -&amp;gt; 4, 8, 16, 24)&lt;br /&gt;
# Change output selection (Reveals grids and allows red parameters to be moved by mouse)&lt;br /&gt;
# Change palette selection (reveals grids to help align palettes shown in save state and allows palette parameters to be moved by mouse)&lt;br /&gt;
# Scroll and Zoom options (Left scroll and zoom icons control the output area, right scroll and zoom icons control the work area)&lt;br /&gt;
&lt;br /&gt;
=== Using PVV ===&lt;br /&gt;
As seen above, sprites accessed through PVV can be viewed either by keyboard or with the mouse.&lt;br /&gt;
&lt;br /&gt;
Keyboard shortcuts:&lt;br /&gt;
* Arrow Keys: Moves graphics parameters (red outline).  Hold Shift to adjust height and width. Press CTRL to leap several pixels.&lt;br /&gt;
* Numpad: Moves Palette parameters (Green outline). Hold CRTL to jump through several rows of palettes (Not recommended for games with small list of palettes).&lt;br /&gt;
* F2: Saves output image&lt;br /&gt;
* F3: Turns &amp;quot;input source&amp;quot; on and off&lt;br /&gt;
* +/-: move input image left or right.&lt;br /&gt;
==== Create Sprite with PVV ====&lt;br /&gt;
The first thing to look out for when accessing your chosen save state is the misalignment of the input bitmap.  Each time a save state is accessed, the input bitmap will be 2-3 pixels to the left.  Because of a lack of options to move the palette parameter one pixel at a time, it&amp;#039;s best to move the entire image to the right in order to align the current palette within the parameter.&lt;br /&gt;
&lt;br /&gt;
Depending on the game, certain sprites will be easy to spot, usually next to the original image taken along with the save state, and its associated colors can be found near the bottom of the palette section.  Its only a simple matter of setting up the graphics parameter to find and reveal the full contents of the sprite, locate its natural palette, and save it to be fixed up in an image editing program.&lt;br /&gt;
[[File:PVVexample1.png|thumbnail|center|The Fool sprite as shown in PVV]]&lt;br /&gt;
There are a few problems when copying and saving multiple sprites for a full sheet.  A save state created within the emulator can&amp;#039;t be overwritten as long as PVV has access to it, so it&amp;#039;s best to create two slots to switch back and forth between saves, or create a custom state using the &amp;quot;Save State&amp;quot; selection under File.&lt;br /&gt;
&lt;br /&gt;
Another problem is that, due to bpp preferences, most sprites will not display the proper palette.  An example below is a graphic view of the Hierophant sprite presented in 4bpp.&lt;br /&gt;
[[File:PVVexample2.png|thumbnail|center|The Hierophant with a limited 16-color palette]]&lt;br /&gt;
4bpp can only show 16-colors, leaving the presented sprite with unnatural colors that don&amp;#039;t fit the original, in-game presentation.  Your first solution is to increase bpp to get all of the colors needed, but you then realize that increasing the bpp squishes the sprite, making it even more difficult to fix the problem.&lt;br /&gt;
&lt;br /&gt;
Instead of attempting to rectify the problem through simple [[Recolor|recoloring]], or splicing parts of a screenshot with the closest palette you can find (Which is NOT recommended due to PPV&amp;#039;s palettes being slightly different in shade to the ones used in the screenshot), try and dig around the palette area for other colors that fit the original presentation of the sprite, then save them as separate files once you locate them, after which you can select and combine the parts that represent the original palette to complete the rip.&lt;br /&gt;
&lt;br /&gt;
You can also poke around the contents of the save state for other sprites that represent, or have never been seen anywhere in game.  But be aware that the palettes for these sprites will not be in the same area as the ones tailored to the sprites shown next to the image, and some may require an increase in bpp in order to correct their squished appearance, so be prepared to spend more than a couple minutes sifting through the palettes for the proper colors to display the desired sprite.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
*Make sure only Controller 1 is active in the configuration section when ripping sprites from fighting games such as [[Street Fighter Alpha 3]], or [[Magical Drop III]].  If you attempt to rip sprites while Controller 2 is active, the palettes may get screwed up, presenting you with an unnaturally colored sprite and screenshot.&lt;br /&gt;
[[File:PVVcontrollererror.png|thumbnail|right|Magical Drop III save state, created while both controllers are active]]&lt;br /&gt;
*Be aware that PVV is a more helpful version of the ROM&amp;#039;s v-ram.  So whatever shows up on v-ram (press F11 if playing on a pSX emulator), will also end up on PVV with little to no improvements on the matter.&lt;/div&gt;</summary>
		<author><name>White-Jet</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.vg-resource.com/index.php?title=PVV&amp;diff=1242</id>
		<title>PVV</title>
		<link rel="alternate" type="text/html" href="https://wiki.vg-resource.com/index.php?title=PVV&amp;diff=1242"/>
		<updated>2014-08-24T21:42:25Z</updated>

		<summary type="html">&lt;p&gt;White-Jet: /* Create Sprite with PVV */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:PVVmain.png|thumbnail|right|Window Example]]&lt;br /&gt;
PVV is a graphic viewing tool that reveals content hidden and disassembled within a PSX save state.  Unlike [[PSX-vram]], it can accept save states from any Playstation emulator capable of the function, and has more onscreen options to upload, find, assemble, and save the sprite with custom-set canvas sizes.&lt;br /&gt;
&lt;br /&gt;
== Tutorial ==&lt;br /&gt;
=== Save States ===&lt;br /&gt;
Depending on the emulator used, it is a simple matter of playing to the point where you want the sprite and the contents within the save state and using one of the following methods to creating the save state:&lt;br /&gt;
==== pSX ====&lt;br /&gt;
pSX has two methods of creating a save state: choosing one of 5 &amp;quot;Quicksave&amp;quot; slots, either by pressing F6-10 or accessing the slots in the Quicksave menu, or selecting &amp;quot;Save State&amp;quot; from the File menu and saving it to wherever suits your needs (you can even name your save state).&lt;br /&gt;
==== ePSXe ====&lt;br /&gt;
=== Accessing Save State in PVV ===&lt;br /&gt;
[[File:Inputsourcemenu.png|thumbnail|right|Input Source Menu layout]]Upon activating PVV, it is a simple matter of locating the emulator&amp;#039;s folder and accessing its &amp;quot;save&amp;quot; subfolder.  Any game containing at least one save state will show up in the &amp;quot;input source&amp;quot; regardless of the emulator used.  If a custom save state was made through pSX, it would be a simple matter of finding the file with .psv as its extension.&lt;br /&gt;
&lt;br /&gt;
Clicking on the game will reveal the save slots and the image taken during the creation of the save state.  Double clicking on the slot will load the state onto the input area of the program, allowing you to view every content within the exact point the save state was made, and other content relating to, or hidden from the final product.&lt;br /&gt;
=== PVV Interface ===&lt;br /&gt;
Almost everything in PVV is relative to PSX-vram, with some additional options to make accessing and saving sprites easier:&lt;br /&gt;
[[File:PVVmenuinterface.png|framed|center|Menu Interface]]&lt;br /&gt;
# Reveal &amp;quot;input source&amp;quot; (where the game saves are stored)&lt;br /&gt;
# Reload &amp;quot;input file&amp;quot;&lt;br /&gt;
# Save &amp;quot;input bitmap&amp;quot; (Saves the entire contents of the save state)&lt;br /&gt;
# Save &amp;quot;output bitmap&amp;quot; (Saves a cropped and arranged image from the work area)&lt;br /&gt;
# Show palette window&lt;br /&gt;
# bpp adjustment (from left to right -&amp;gt; 4, 8, 16, 24)&lt;br /&gt;
# Change output selection (Reveals grids and allows red parameters to be moved by mouse)&lt;br /&gt;
# Change palette selection (reveals grids to help align palettes shown in save state and allows palette parameters to be moved by mouse)&lt;br /&gt;
# Scroll and Zoom options (Left scroll and zoom icons control the output area, right scroll and zoom icons control the work area)&lt;br /&gt;
&lt;br /&gt;
=== Using PVV ===&lt;br /&gt;
As seen above, sprites accessed through PVV can be viewed either by keyboard or with the mouse.&lt;br /&gt;
&lt;br /&gt;
Keyboard shortcuts:&lt;br /&gt;
* Arrow Keys: Moves graphics parameters (red outline).  Hold Shift to adjust height and width. Press CTRL to leap several pixels.&lt;br /&gt;
* Numpad: Moves Palette parameters (Green outline). Hold CRTL to jump through several rows of palettes (Not recommended for games with small list of palettes).&lt;br /&gt;
* F2: Saves output image&lt;br /&gt;
* F3: Turns &amp;quot;input source&amp;quot; on and off&lt;br /&gt;
* +/-: move input image left or right.&lt;br /&gt;
==== Create Sprite with PVV ====&lt;br /&gt;
The first thing to look out for when accessing your chosen save state is the misalignment of the input bitmap.  Each time a save state is accessed, the input bitmap will be 2-3 pixels to the left.  Because of a lack of options to move the palette parameter one pixel at a time, it&amp;#039;s best to move the entire image to the right in order to align the current palette within the parameter.&lt;br /&gt;
&lt;br /&gt;
Depending on the game, certain sprites will be easy to spot, usually next to the original image taken along with the save state, and its associated colors can be found near the bottom of the palette section.  Its only a simple matter of setting up the graphics parameter to find and reveal the full contents of the sprite, locate its natural palette, and save it to be fixed up in an image editing program.&lt;br /&gt;
[[File:PVVexample1.png|thumbnail|center|The Fool sprite as shown in PVV]]&lt;br /&gt;
There are a few problems when copying and saving multiple sprites for a full sheet.  A save state created within the emulator can&amp;#039;t be overwritten as long as PVV has access to it, so it&amp;#039;s best to create two slots to switch back and forth between saves, or create a custom state using the &amp;quot;Save State&amp;quot; selection under File.&lt;br /&gt;
&lt;br /&gt;
Another problem is that, due to bpp preferences, most sprites will not display the proper palette.  An example below is a graphic view of the Hierophant sprite presented in 4bpp.&lt;br /&gt;
[[File:PVVexample2.png|thumbnail|center|The Hierophant with a limited 16-color palette]]&lt;br /&gt;
4bpp can only show 16-colors, leaving the presented sprite with unnatural colors that don&amp;#039;t fit the original, in-game presentation.  Your first solution is to increase bpp to get all of the colors needed, but you then realize that increasing the bpp squishes the sprite, making it even more difficult to fix the problem.&lt;br /&gt;
&lt;br /&gt;
Instead of attempting to rectify the problem through simple [[Recolor|recoloring]], or splicing parts of a screenshot with the closest palette you can find (Which is NOT recommended due to PPV&amp;#039;s palettes being slightly different in shade to the ones used in the screenshot), try and dig around the palette area for other colors that fit the original presentation of the sprite, then save them as separate files once you locate them, after which you can select and combine the parts that represent the original palette to complete the rip.&lt;br /&gt;
&lt;br /&gt;
You can also poke around the contents of the save state for other sprites that represent, or have never been seen anywhere in game.  But be aware that the palettes for these sprites will not be in the same area as the ones tailored to the sprites shown next to the image, and some may require an increase in bpp in order to correct their squished appearance, so be prepared to spend more than a couple minutes sifting through the palettes for the proper colors to display the desired sprite.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
*Make sure only one controller is active when save stating a game.  If both controllers are active, the image and palettes may get screwed up upon uploading onto PVV. &lt;br /&gt;
[[File:PVVcontrollererror.png|thumbnail|right|Magical Drop III save state, created while both controllers are active]]&lt;br /&gt;
*Be aware that PVV is a more helpful version of the ROM&amp;#039;s v-ram.  So whatever shows up on v-ram (press F11 if playing on a pSX emulator), will also end up on PVV with little to no improvements on the matter.&lt;/div&gt;</summary>
		<author><name>White-Jet</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.vg-resource.com/index.php?title=PVV&amp;diff=1241</id>
		<title>PVV</title>
		<link rel="alternate" type="text/html" href="https://wiki.vg-resource.com/index.php?title=PVV&amp;diff=1241"/>
		<updated>2014-08-24T21:41:42Z</updated>

		<summary type="html">&lt;p&gt;White-Jet: /* Create Sprite with PVV */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:PVVmain.png|thumbnail|right|Window Example]]&lt;br /&gt;
PVV is a graphic viewing tool that reveals content hidden and disassembled within a PSX save state.  Unlike [[PSX-vram]], it can accept save states from any Playstation emulator capable of the function, and has more onscreen options to upload, find, assemble, and save the sprite with custom-set canvas sizes.&lt;br /&gt;
&lt;br /&gt;
== Tutorial ==&lt;br /&gt;
=== Save States ===&lt;br /&gt;
Depending on the emulator used, it is a simple matter of playing to the point where you want the sprite and the contents within the save state and using one of the following methods to creating the save state:&lt;br /&gt;
==== pSX ====&lt;br /&gt;
pSX has two methods of creating a save state: choosing one of 5 &amp;quot;Quicksave&amp;quot; slots, either by pressing F6-10 or accessing the slots in the Quicksave menu, or selecting &amp;quot;Save State&amp;quot; from the File menu and saving it to wherever suits your needs (you can even name your save state).&lt;br /&gt;
==== ePSXe ====&lt;br /&gt;
=== Accessing Save State in PVV ===&lt;br /&gt;
[[File:Inputsourcemenu.png|thumbnail|right|Input Source Menu layout]]Upon activating PVV, it is a simple matter of locating the emulator&amp;#039;s folder and accessing its &amp;quot;save&amp;quot; subfolder.  Any game containing at least one save state will show up in the &amp;quot;input source&amp;quot; regardless of the emulator used.  If a custom save state was made through pSX, it would be a simple matter of finding the file with .psv as its extension.&lt;br /&gt;
&lt;br /&gt;
Clicking on the game will reveal the save slots and the image taken during the creation of the save state.  Double clicking on the slot will load the state onto the input area of the program, allowing you to view every content within the exact point the save state was made, and other content relating to, or hidden from the final product.&lt;br /&gt;
=== PVV Interface ===&lt;br /&gt;
Almost everything in PVV is relative to PSX-vram, with some additional options to make accessing and saving sprites easier:&lt;br /&gt;
[[File:PVVmenuinterface.png|framed|center|Menu Interface]]&lt;br /&gt;
# Reveal &amp;quot;input source&amp;quot; (where the game saves are stored)&lt;br /&gt;
# Reload &amp;quot;input file&amp;quot;&lt;br /&gt;
# Save &amp;quot;input bitmap&amp;quot; (Saves the entire contents of the save state)&lt;br /&gt;
# Save &amp;quot;output bitmap&amp;quot; (Saves a cropped and arranged image from the work area)&lt;br /&gt;
# Show palette window&lt;br /&gt;
# bpp adjustment (from left to right -&amp;gt; 4, 8, 16, 24)&lt;br /&gt;
# Change output selection (Reveals grids and allows red parameters to be moved by mouse)&lt;br /&gt;
# Change palette selection (reveals grids to help align palettes shown in save state and allows palette parameters to be moved by mouse)&lt;br /&gt;
# Scroll and Zoom options (Left scroll and zoom icons control the output area, right scroll and zoom icons control the work area)&lt;br /&gt;
&lt;br /&gt;
=== Using PVV ===&lt;br /&gt;
As seen above, sprites accessed through PVV can be viewed either by keyboard or with the mouse.&lt;br /&gt;
&lt;br /&gt;
Keyboard shortcuts:&lt;br /&gt;
* Arrow Keys: Moves graphics parameters (red outline).  Hold Shift to adjust height and width. Press CTRL to leap several pixels.&lt;br /&gt;
* Numpad: Moves Palette parameters (Green outline). Hold CRTL to jump through several rows of palettes (Not recommended for games with small list of palettes).&lt;br /&gt;
* F2: Saves output image&lt;br /&gt;
* F3: Turns &amp;quot;input source&amp;quot; on and off&lt;br /&gt;
* +/-: move input image left or right.&lt;br /&gt;
==== Create Sprite with PVV ====&lt;br /&gt;
The first thing to look out for when accessing your chosen save state is the misalignment of the input bitmap.  Each time a save state is accessed, the input bitmap will be 2-3 pixels to the left.  Because of a lack of options to move the palette parameter one pixel at a time, it&amp;#039;s best to move the entire image to the right in order to align the current palette within the parameter.&lt;br /&gt;
&lt;br /&gt;
Depending on the game, certain sprites will be easy to spot, usually next to the original image taken along with the save state, and its associated colors can be found near the bottom of the palette section.  Its only a simple matter of setting up the graphics parameter to find and reveal the full contents of the sprite, locate its natural palette, and save it to be fixed up in an image editing program.&lt;br /&gt;
[[File:PVVexample1.png|thumbnail|center|The Fool sprite as shown in PVV]]&lt;br /&gt;
There are a few problems when copying and saving multiple sprites for a full sheet.  A save state created within the emulator can&amp;#039;t be overwritten as long as PVV has access to it, so it&amp;#039;s best to create two slots to switch back and forth between saves, or create a custom state using the &amp;quot;Save State&amp;quot; selection under File.&lt;br /&gt;
&lt;br /&gt;
Another problem is that, due to bpp preferences, most sprites will not display the proper palette.  An example below is a graphic view of the Hierophant sprite presented in 4bpp.&lt;br /&gt;
[[File:PVVexample2.png|thumbnail|center|The Hierophant with a limited 16-color palette]]&lt;br /&gt;
4bpp can only show 16-colors, leaving the presented sprite with unnatural colors that don&amp;#039;t fit the original, in-game presentation.  Your first solution is to increase bpp to get all of the colors needed, but you then realize that increasing the bpp squishes the sprite, making it even more difficult to fix the problem.&lt;br /&gt;
&lt;br /&gt;
Instead of attempting to rectify the problem through simple [[recoloring]], or splicing parts of a screenshot with the closest palette you can find (Which is NOT recommended due to PPV&amp;#039;s palettes being slightly different in shade to the ones used in the screenshot), try and dig around the palette area for other colors that fit the original presentation of the sprite, then save them as separate files once you locate them, after which you can select and combine the parts that represent the original palette to complete the rip.&lt;br /&gt;
&lt;br /&gt;
You can also poke around the contents of the save state for other sprites that represent, or have never been seen anywhere in game.  But be aware that the palettes for these sprites will not be in the same area as the ones tailored to the sprites shown next to the image, and some may require an increase in bpp in order to correct their squished appearance, so be prepared to spend more than a couple minutes sifting through the palettes for the proper colors to display the desired sprite.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
*Make sure only one controller is active when save stating a game.  If both controllers are active, the image and palettes may get screwed up upon uploading onto PVV. &lt;br /&gt;
[[File:PVVcontrollererror.png|thumbnail|right|Magical Drop III save state, created while both controllers are active]]&lt;br /&gt;
*Be aware that PVV is a more helpful version of the ROM&amp;#039;s v-ram.  So whatever shows up on v-ram (press F11 if playing on a pSX emulator), will also end up on PVV with little to no improvements on the matter.&lt;/div&gt;</summary>
		<author><name>White-Jet</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.vg-resource.com/index.php?title=PVV&amp;diff=1240</id>
		<title>PVV</title>
		<link rel="alternate" type="text/html" href="https://wiki.vg-resource.com/index.php?title=PVV&amp;diff=1240"/>
		<updated>2014-08-24T21:15:42Z</updated>

		<summary type="html">&lt;p&gt;White-Jet: /* Notes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:PVVmain.png|thumbnail|right|Window Example]]&lt;br /&gt;
PVV is a graphic viewing tool that reveals content hidden and disassembled within a PSX save state.  Unlike [[PSX-vram]], it can accept save states from any Playstation emulator capable of the function, and has more onscreen options to upload, find, assemble, and save the sprite with custom-set canvas sizes.&lt;br /&gt;
&lt;br /&gt;
== Tutorial ==&lt;br /&gt;
=== Save States ===&lt;br /&gt;
Depending on the emulator used, it is a simple matter of playing to the point where you want the sprite and the contents within the save state and using one of the following methods to creating the save state:&lt;br /&gt;
==== pSX ====&lt;br /&gt;
pSX has two methods of creating a save state: choosing one of 5 &amp;quot;Quicksave&amp;quot; slots, either by pressing F6-10 or accessing the slots in the Quicksave menu, or selecting &amp;quot;Save State&amp;quot; from the File menu and saving it to wherever suits your needs (you can even name your save state).&lt;br /&gt;
==== ePSXe ====&lt;br /&gt;
=== Accessing Save State in PVV ===&lt;br /&gt;
[[File:Inputsourcemenu.png|thumbnail|right|Input Source Menu layout]]Upon activating PVV, it is a simple matter of locating the emulator&amp;#039;s folder and accessing its &amp;quot;save&amp;quot; subfolder.  Any game containing at least one save state will show up in the &amp;quot;input source&amp;quot; regardless of the emulator used.  If a custom save state was made through pSX, it would be a simple matter of finding the file with .psv as its extension.&lt;br /&gt;
&lt;br /&gt;
Clicking on the game will reveal the save slots and the image taken during the creation of the save state.  Double clicking on the slot will load the state onto the input area of the program, allowing you to view every content within the exact point the save state was made, and other content relating to, or hidden from the final product.&lt;br /&gt;
=== PVV Interface ===&lt;br /&gt;
Almost everything in PVV is relative to PSX-vram, with some additional options to make accessing and saving sprites easier:&lt;br /&gt;
[[File:PVVmenuinterface.png|framed|center|Menu Interface]]&lt;br /&gt;
# Reveal &amp;quot;input source&amp;quot; (where the game saves are stored)&lt;br /&gt;
# Reload &amp;quot;input file&amp;quot;&lt;br /&gt;
# Save &amp;quot;input bitmap&amp;quot; (Saves the entire contents of the save state)&lt;br /&gt;
# Save &amp;quot;output bitmap&amp;quot; (Saves a cropped and arranged image from the work area)&lt;br /&gt;
# Show palette window&lt;br /&gt;
# bpp adjustment (from left to right -&amp;gt; 4, 8, 16, 24)&lt;br /&gt;
# Change output selection (Reveals grids and allows red parameters to be moved by mouse)&lt;br /&gt;
# Change palette selection (reveals grids to help align palettes shown in save state and allows palette parameters to be moved by mouse)&lt;br /&gt;
# Scroll and Zoom options (Left scroll and zoom icons control the output area, right scroll and zoom icons control the work area)&lt;br /&gt;
&lt;br /&gt;
=== Using PVV ===&lt;br /&gt;
As seen above, sprites accessed through PVV can be viewed either by keyboard or with the mouse.&lt;br /&gt;
&lt;br /&gt;
Keyboard shortcuts:&lt;br /&gt;
* Arrow Keys: Moves graphics parameters (red outline).  Hold Shift to adjust height and width. Press CTRL to leap several pixels.&lt;br /&gt;
* Numpad: Moves Palette parameters (Green outline). Hold CRTL to jump through several rows of palettes (Not recommended for games with small list of palettes).&lt;br /&gt;
* F2: Saves output image&lt;br /&gt;
* F3: Turns &amp;quot;input source&amp;quot; on and off&lt;br /&gt;
* +/-: move input image left or right.&lt;br /&gt;
==== Create Sprite with PVV ====&lt;br /&gt;
The first thing to look out for when accessing your chosen save state is the misalignment of the input bitmap.  Each time a save state is accessed, the input bitmap will be 2-3 pixels to the left.  Because of a lack of options to move the palette parameter one pixel at a time, it&amp;#039;s best to move the entire image to the right in order to align the current palette within the parameter.&lt;br /&gt;
&lt;br /&gt;
Depending on the game, certain sprites will be easy to spot, usually next to the original image taken along with the save state, and its associated colors can be found near the bottom of the palette section.  Its only a simple matter of setting up the graphics parameter to find and reveal the full contents of the sprite, locate its natural palette, and save it to be fixed up in an image editing program.&lt;br /&gt;
[[File:PVVexample1.png|thumbnail|center|The Fool sprite as shown in PVV]]&lt;br /&gt;
There are a few problems when copying and saving multiple sprites for a full sheet.  A save state created within the emulator can&amp;#039;t be overwritten as long as PVV has access to it, so it&amp;#039;s best to create two slots to switch back and forth between saves, or create a custom state using the &amp;quot;Save State&amp;quot; selection under File.&lt;br /&gt;
&lt;br /&gt;
Another problem is that, due to bpp preferences, most sprites will not display the proper palette.  An example below is a graphic view of the Hierophant sprite presented in 4bpp.&lt;br /&gt;
[[File:PVVexample2.png|thumbnail|center|The Hierophant with a limited 16-color palette]]&lt;br /&gt;
4bpp can only show 16-colors, leaving the presented sprite with unnatural colors that don&amp;#039;t fit the original, in-game presentation.  The best solution is to increase bpp, to get all of the colors needed, but then the sprite gets squished to compensate for the additional pixels.  Not to worry, though.  If you have at least one palette that represents the sprite&amp;#039;s natural colors, simply move the palette parameters around the spotted palette (preferably across or below), until you find other variations of the palette.  Then save each one as a separate file and combine them into the proper sprite shown in-game.&lt;br /&gt;
&lt;br /&gt;
You can also poke around the contents of the save state for other sprites that represent, or have never been seen anywhere in game.  But be aware that the palettes for these sprites will not be in the same area as the ones tailored to the sprites shown next to the image, and some may require an increase in bpp in order to correct their squished appearance, so be prepared to spend more than a couple minutes sifting through the palettes for the proper colors to display the desired sprite.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
*Make sure only one controller is active when save stating a game.  If both controllers are active, the image and palettes may get screwed up upon uploading onto PVV. &lt;br /&gt;
[[File:PVVcontrollererror.png|thumbnail|right|Magical Drop III save state, created while both controllers are active]]&lt;br /&gt;
*Be aware that PVV is a more helpful version of the ROM&amp;#039;s v-ram.  So whatever shows up on v-ram (press F11 if playing on a pSX emulator), will also end up on PVV with little to no improvements on the matter.&lt;/div&gt;</summary>
		<author><name>White-Jet</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.vg-resource.com/index.php?title=PVV&amp;diff=1239</id>
		<title>PVV</title>
		<link rel="alternate" type="text/html" href="https://wiki.vg-resource.com/index.php?title=PVV&amp;diff=1239"/>
		<updated>2014-08-24T20:56:58Z</updated>

		<summary type="html">&lt;p&gt;White-Jet: /* Create Sprite with PVV */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:PVVmain.png|thumbnail|right|Window Example]]&lt;br /&gt;
PVV is a graphic viewing tool that reveals content hidden and disassembled within a PSX save state.  Unlike [[PSX-vram]], it can accept save states from any Playstation emulator capable of the function, and has more onscreen options to upload, find, assemble, and save the sprite with custom-set canvas sizes.&lt;br /&gt;
&lt;br /&gt;
== Tutorial ==&lt;br /&gt;
=== Save States ===&lt;br /&gt;
Depending on the emulator used, it is a simple matter of playing to the point where you want the sprite and the contents within the save state and using one of the following methods to creating the save state:&lt;br /&gt;
==== pSX ====&lt;br /&gt;
pSX has two methods of creating a save state: choosing one of 5 &amp;quot;Quicksave&amp;quot; slots, either by pressing F6-10 or accessing the slots in the Quicksave menu, or selecting &amp;quot;Save State&amp;quot; from the File menu and saving it to wherever suits your needs (you can even name your save state).&lt;br /&gt;
==== ePSXe ====&lt;br /&gt;
=== Accessing Save State in PVV ===&lt;br /&gt;
[[File:Inputsourcemenu.png|thumbnail|right|Input Source Menu layout]]Upon activating PVV, it is a simple matter of locating the emulator&amp;#039;s folder and accessing its &amp;quot;save&amp;quot; subfolder.  Any game containing at least one save state will show up in the &amp;quot;input source&amp;quot; regardless of the emulator used.  If a custom save state was made through pSX, it would be a simple matter of finding the file with .psv as its extension.&lt;br /&gt;
&lt;br /&gt;
Clicking on the game will reveal the save slots and the image taken during the creation of the save state.  Double clicking on the slot will load the state onto the input area of the program, allowing you to view every content within the exact point the save state was made, and other content relating to, or hidden from the final product.&lt;br /&gt;
=== PVV Interface ===&lt;br /&gt;
Almost everything in PVV is relative to PSX-vram, with some additional options to make accessing and saving sprites easier:&lt;br /&gt;
[[File:PVVmenuinterface.png|framed|center|Menu Interface]]&lt;br /&gt;
# Reveal &amp;quot;input source&amp;quot; (where the game saves are stored)&lt;br /&gt;
# Reload &amp;quot;input file&amp;quot;&lt;br /&gt;
# Save &amp;quot;input bitmap&amp;quot; (Saves the entire contents of the save state)&lt;br /&gt;
# Save &amp;quot;output bitmap&amp;quot; (Saves a cropped and arranged image from the work area)&lt;br /&gt;
# Show palette window&lt;br /&gt;
# bpp adjustment (from left to right -&amp;gt; 4, 8, 16, 24)&lt;br /&gt;
# Change output selection (Reveals grids and allows red parameters to be moved by mouse)&lt;br /&gt;
# Change palette selection (reveals grids to help align palettes shown in save state and allows palette parameters to be moved by mouse)&lt;br /&gt;
# Scroll and Zoom options (Left scroll and zoom icons control the output area, right scroll and zoom icons control the work area)&lt;br /&gt;
&lt;br /&gt;
=== Using PVV ===&lt;br /&gt;
As seen above, sprites accessed through PVV can be viewed either by keyboard or with the mouse.&lt;br /&gt;
&lt;br /&gt;
Keyboard shortcuts:&lt;br /&gt;
* Arrow Keys: Moves graphics parameters (red outline).  Hold Shift to adjust height and width. Press CTRL to leap several pixels.&lt;br /&gt;
* Numpad: Moves Palette parameters (Green outline). Hold CRTL to jump through several rows of palettes (Not recommended for games with small list of palettes).&lt;br /&gt;
* F2: Saves output image&lt;br /&gt;
* F3: Turns &amp;quot;input source&amp;quot; on and off&lt;br /&gt;
* +/-: move input image left or right.&lt;br /&gt;
==== Create Sprite with PVV ====&lt;br /&gt;
The first thing to look out for when accessing your chosen save state is the misalignment of the input bitmap.  Each time a save state is accessed, the input bitmap will be 2-3 pixels to the left.  Because of a lack of options to move the palette parameter one pixel at a time, it&amp;#039;s best to move the entire image to the right in order to align the current palette within the parameter.&lt;br /&gt;
&lt;br /&gt;
Depending on the game, certain sprites will be easy to spot, usually next to the original image taken along with the save state, and its associated colors can be found near the bottom of the palette section.  Its only a simple matter of setting up the graphics parameter to find and reveal the full contents of the sprite, locate its natural palette, and save it to be fixed up in an image editing program.&lt;br /&gt;
[[File:PVVexample1.png|thumbnail|center|The Fool sprite as shown in PVV]]&lt;br /&gt;
There are a few problems when copying and saving multiple sprites for a full sheet.  A save state created within the emulator can&amp;#039;t be overwritten as long as PVV has access to it, so it&amp;#039;s best to create two slots to switch back and forth between saves, or create a custom state using the &amp;quot;Save State&amp;quot; selection under File.&lt;br /&gt;
&lt;br /&gt;
Another problem is that, due to bpp preferences, most sprites will not display the proper palette.  An example below is a graphic view of the Hierophant sprite presented in 4bpp.&lt;br /&gt;
[[File:PVVexample2.png|thumbnail|center|The Hierophant with a limited 16-color palette]]&lt;br /&gt;
4bpp can only show 16-colors, leaving the presented sprite with unnatural colors that don&amp;#039;t fit the original, in-game presentation.  The best solution is to increase bpp, to get all of the colors needed, but then the sprite gets squished to compensate for the additional pixels.  Not to worry, though.  If you have at least one palette that represents the sprite&amp;#039;s natural colors, simply move the palette parameters around the spotted palette (preferably across or below), until you find other variations of the palette.  Then save each one as a separate file and combine them into the proper sprite shown in-game.&lt;br /&gt;
&lt;br /&gt;
You can also poke around the contents of the save state for other sprites that represent, or have never been seen anywhere in game.  But be aware that the palettes for these sprites will not be in the same area as the ones tailored to the sprites shown next to the image, and some may require an increase in bpp in order to correct their squished appearance, so be prepared to spend more than a couple minutes sifting through the palettes for the proper colors to display the desired sprite.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
*Make sure only one controller is active when save stating a game.  If both controllers are active, the image and palettes may get screwed up upon uploading onto PVV. &lt;br /&gt;
[[File:PVVcontrollererror.png|thumbnail|right|PVV upload of save state created with both controllers turned on]]&lt;br /&gt;
*Be aware that PVV is a more helpful version of the ROM&amp;#039;s v-ram.  So whatever shows up on v-ram (press F11 if playing on a pSX emulator), will also end up on PVV with little to no improvements on the matter.&lt;/div&gt;</summary>
		<author><name>White-Jet</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.vg-resource.com/index.php?title=PVV&amp;diff=1238</id>
		<title>PVV</title>
		<link rel="alternate" type="text/html" href="https://wiki.vg-resource.com/index.php?title=PVV&amp;diff=1238"/>
		<updated>2014-08-24T13:25:07Z</updated>

		<summary type="html">&lt;p&gt;White-Jet: Created page with &amp;quot;Window Example PVV is a graphic viewing tool that reveals content hidden and disassembled within a PSX save state.  Unlike PSX-vram, i...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:PVVmain.png|thumbnail|right|Window Example]]&lt;br /&gt;
PVV is a graphic viewing tool that reveals content hidden and disassembled within a PSX save state.  Unlike [[PSX-vram]], it can accept save states from any Playstation emulator capable of the function, and has more onscreen options to upload, find, assemble, and save the sprite with custom-set canvas sizes.&lt;br /&gt;
&lt;br /&gt;
== Tutorial ==&lt;br /&gt;
=== Save States ===&lt;br /&gt;
Depending on the emulator used, it is a simple matter of playing to the point where you want the sprite and the contents within the save state and using one of the following methods to creating the save state:&lt;br /&gt;
==== pSX ====&lt;br /&gt;
pSX has two methods of creating a save state: choosing one of 5 &amp;quot;Quicksave&amp;quot; slots, either by pressing F6-10 or accessing the slots in the Quicksave menu, or selecting &amp;quot;Save State&amp;quot; from the File menu and saving it to wherever suits your needs (you can even name your save state).&lt;br /&gt;
==== ePSXe ====&lt;br /&gt;
=== Accessing Save State in PVV ===&lt;br /&gt;
[[File:Inputsourcemenu.png|thumbnail|right|Input Source Menu layout]]Upon activating PVV, it is a simple matter of locating the emulator&amp;#039;s folder and accessing its &amp;quot;save&amp;quot; subfolder.  Any game containing at least one save state will show up in the &amp;quot;input source&amp;quot; regardless of the emulator used.  If a custom save state was made through pSX, it would be a simple matter of finding the file with .psv as its extension.&lt;br /&gt;
&lt;br /&gt;
Clicking on the game will reveal the save slots and the image taken during the creation of the save state.  Double clicking on the slot will load the state onto the input area of the program, allowing you to view every content within the exact point the save state was made, and other content relating to, or hidden from the final product.&lt;br /&gt;
=== PVV Interface ===&lt;br /&gt;
Almost everything in PVV is relative to PSX-vram, with some additional options to make accessing and saving sprites easier:&lt;br /&gt;
[[File:PVVmenuinterface.png|framed|center|Menu Interface]]&lt;br /&gt;
# Reveal &amp;quot;input source&amp;quot; (where the game saves are stored)&lt;br /&gt;
# Reload &amp;quot;input file&amp;quot;&lt;br /&gt;
# Save &amp;quot;input bitmap&amp;quot; (Saves the entire contents of the save state)&lt;br /&gt;
# Save &amp;quot;output bitmap&amp;quot; (Saves a cropped and arranged image from the work area)&lt;br /&gt;
# Show palette window&lt;br /&gt;
# bpp adjustment (from left to right -&amp;gt; 4, 8, 16, 24)&lt;br /&gt;
# Change output selection (Reveals grids and allows red parameters to be moved by mouse)&lt;br /&gt;
# Change palette selection (reveals grids to help align palettes shown in save state and allows palette parameters to be moved by mouse)&lt;br /&gt;
# Scroll and Zoom options (Left scroll and zoom icons control the output area, right scroll and zoom icons control the work area)&lt;br /&gt;
&lt;br /&gt;
=== Using PVV ===&lt;br /&gt;
As seen above, sprites accessed through PVV can be viewed either by keyboard or with the mouse.&lt;br /&gt;
&lt;br /&gt;
Keyboard shortcuts:&lt;br /&gt;
* Arrow Keys: Moves graphics parameters (red outline).  Hold Shift to adjust height and width. Press CTRL to leap several pixels.&lt;br /&gt;
* Numpad: Moves Palette parameters (Green outline). Hold CRTL to jump through several rows of palettes (Not recommended for games with small list of palettes).&lt;br /&gt;
* F2: Saves output image&lt;br /&gt;
* F3: Turns &amp;quot;input source&amp;quot; on and off&lt;br /&gt;
* +/-: move input image left or right.&lt;br /&gt;
==== Create Sprite with PVV ====&lt;br /&gt;
The first thing to look out for when accessing your chosen save state is the misalignment of the input bitmap.  Each time a save state is accessed, the input bitmap will be three pixels to the left.  Because of a lack of options to move the palette parameter one pixel at a time, it&amp;#039;s best to move the entire image to the right in order to align the current palette within the parameter.&lt;br /&gt;
&lt;br /&gt;
Depending on the game, certain sprites will be easy to spot, usually next to the original image taken along with the save state, and its associated colors can be found near the bottom of the palette section.  Its only a simple matter of setting up the graphics parameter to find and reveal the full contents of the sprite, locate its natural palette, and save it to be fixed up in an image editing program.&lt;br /&gt;
[[File:PVVexample1.png|thumbnail|center|The Fool sprite as shown in PVV]]&lt;br /&gt;
There are a few problems when copying and saving multiple sprites for a full sheet.  A save state created within the emulator can&amp;#039;t be overwritten as long as PVV has access to it, so it&amp;#039;s best to create two slots to switch back and forth between saves, or create a custom state using the &amp;quot;Save State&amp;quot; selection under File.&lt;br /&gt;
&lt;br /&gt;
Another problem is that, due to bpp preferences, most sprites will not display the proper palette.  An example below is a graphic view of the Hierophant sprite presented in 4bpp.&lt;br /&gt;
[[File:PVVexample2.png|thumbnail|center|The Hierophant with a limited 16-color palette]]&lt;br /&gt;
4bpp can only show 16-colors, leaving the presented sprite with unnatural colors that don&amp;#039;t fit the original, in-game presentation.  The best solution is to increase bpp, to get all of the colors needed, but then the sprite gets squished to compensate for the additional pixels.  Not to worry, though.  If you have at least one palette that represents the sprite&amp;#039;s natural colors, simply move the palette parameters around the spotted palette (preferably across or below), until you find other variations of the palette.  Then save each one as a separate file and combine them into the proper sprite shown in-game.&lt;br /&gt;
&lt;br /&gt;
You can also poke around the contents of the save state for other sprites that represent, or have never been seen anywhere in game.  But be aware that the palettes for these sprites will not be in the same area as the ones tailored to the sprites shown next to the image, and some may require an increase in bpp in order to correct their squished appearance, so be prepared to spend more than a couple minutes sifting through the palettes for the proper colors to display the desired sprite.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
*Make sure only one controller is active when save stating a game.  If both controllers are active, the image and palettes may get screwed up upon uploading onto PVV. &lt;br /&gt;
[[File:PVVcontrollererror.png|thumbnail|right|PVV upload of save state created with both controllers turned on]]&lt;br /&gt;
*Be aware that PVV is a more helpful version of the ROM&amp;#039;s v-ram.  So whatever shows up on v-ram (press F11 if playing on a pSX emulator), will also end up on PVV with little to no improvements on the matter.&lt;/div&gt;</summary>
		<author><name>White-Jet</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.vg-resource.com/index.php?title=File:PVVexample1.png&amp;diff=1237</id>
		<title>File:PVVexample1.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.vg-resource.com/index.php?title=File:PVVexample1.png&amp;diff=1237"/>
		<updated>2014-08-24T13:20:43Z</updated>

		<summary type="html">&lt;p&gt;White-Jet: White-Jet uploaded a new version of &amp;amp;quot;File:PVVexample1.png&amp;amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>White-Jet</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.vg-resource.com/index.php?title=File:Inputsourcemenu.png&amp;diff=1236</id>
		<title>File:Inputsourcemenu.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.vg-resource.com/index.php?title=File:Inputsourcemenu.png&amp;diff=1236"/>
		<updated>2014-08-24T13:11:29Z</updated>

		<summary type="html">&lt;p&gt;White-Jet: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>White-Jet</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.vg-resource.com/index.php?title=File:PVVexample2.png&amp;diff=1235</id>
		<title>File:PVVexample2.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.vg-resource.com/index.php?title=File:PVVexample2.png&amp;diff=1235"/>
		<updated>2014-08-24T13:02:17Z</updated>

		<summary type="html">&lt;p&gt;White-Jet: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>White-Jet</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.vg-resource.com/index.php?title=File:PVVexample1.png&amp;diff=1234</id>
		<title>File:PVVexample1.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.vg-resource.com/index.php?title=File:PVVexample1.png&amp;diff=1234"/>
		<updated>2014-08-24T12:58:03Z</updated>

		<summary type="html">&lt;p&gt;White-Jet: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>White-Jet</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.vg-resource.com/index.php?title=File:PVVmenuinterface.png&amp;diff=1233</id>
		<title>File:PVVmenuinterface.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.vg-resource.com/index.php?title=File:PVVmenuinterface.png&amp;diff=1233"/>
		<updated>2014-08-24T12:46:43Z</updated>

		<summary type="html">&lt;p&gt;White-Jet: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>White-Jet</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.vg-resource.com/index.php?title=File:PVVcontrollererror.png&amp;diff=1232</id>
		<title>File:PVVcontrollererror.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.vg-resource.com/index.php?title=File:PVVcontrollererror.png&amp;diff=1232"/>
		<updated>2014-08-24T12:35:10Z</updated>

		<summary type="html">&lt;p&gt;White-Jet: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>White-Jet</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.vg-resource.com/index.php?title=File:PVVmain.png&amp;diff=1231</id>
		<title>File:PVVmain.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.vg-resource.com/index.php?title=File:PVVmain.png&amp;diff=1231"/>
		<updated>2014-08-24T12:27:24Z</updated>

		<summary type="html">&lt;p&gt;White-Jet: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>White-Jet</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.vg-resource.com/index.php?title=Moero!_Nekketsu_Rhythm_Damashii_Osu!_Tatakae!_Ouendan_2&amp;diff=1229</id>
		<title>Moero! Nekketsu Rhythm Damashii Osu! Tatakae! Ouendan 2</title>
		<link rel="alternate" type="text/html" href="https://wiki.vg-resource.com/index.php?title=Moero!_Nekketsu_Rhythm_Damashii_Osu!_Tatakae!_Ouendan_2&amp;diff=1229"/>
		<updated>2014-08-21T21:33:07Z</updated>

		<summary type="html">&lt;p&gt;White-Jet: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Gameinfo&lt;br /&gt;
| title=        Moero! Nekketsu Rhythm Damashii Osu! Tatakae! Ouendan 2&lt;br /&gt;
| developer=    iNiS&lt;br /&gt;
| publishers=    Nintendo&lt;br /&gt;
| system=       Nintendo DS&lt;br /&gt;
}}&lt;br /&gt;
Moero! Nekketsu Rhythm Damashii Osu! Tatakae! Ouendan 2 (燃えろ！熱血リズム魂　押忍！闘え！応援団２: Let&amp;#039;s Go! Hot-Blooded Rhythm Spirit: Go! Fight! Cheering Squad 2) is the official sequel to [[Osu! Tatakae! Ouendan]].  The returning squad, living in the town of Yuhi, must now deal with a rival squad taking up residence in the adjacent town of Asahi.  While occasionally confronting each other, they must also help 15 new individuals (one of which returns from the first game while another is the son of another character from the same game), plus 3 extra characters.&lt;br /&gt;
&lt;br /&gt;
The mechanics have borrowed and improved from [[Elite Beat Agents]], introducing a new unlockable that takes away the timing circle and gradually fazes out the markers, forcing players to memorize the timing and placement of the rhythm, and the option to play as the Agents throughout both towns, as well as being able to play as J and the yellow tabby from the original Ouendan in Multiplayer (originally a limited DS download in Japan, now only unlockable through cheating devices such as Action Replay).&lt;br /&gt;
&lt;br /&gt;
==File Formats==&lt;br /&gt;
===2D Images===&lt;br /&gt;
* NCLR (Palette)&lt;br /&gt;
* NCGR (Tiles)&lt;br /&gt;
* NCSR (Image Tiles)&lt;br /&gt;
* NCER (Multiple Tiles)&lt;br /&gt;
* NANR (Animation; rarely used)&lt;br /&gt;
===2D Sprites===&lt;br /&gt;
* ntfp (Palette)&lt;br /&gt;
* ntft (Tiles)&lt;br /&gt;
===3D===&lt;br /&gt;
* nsbmd (Models + Texture)&lt;br /&gt;
* nsbca (Animation)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Ripping Tutorial==&lt;br /&gt;
&lt;br /&gt;
[[File:1OZLExample.png|thumbnail|right|An example of the files used for the Lighthearted Cheer&amp;#039;s intermission scenes]]Unfortunately, due to the fact that the files are compressed with an algorithm similar to the one used in the PAL versions of Elite Beat Agents, [1OZL], Ouendan 2 cannot be easily ripped through DS ripping programs such as Tinke and Console Tools, so until the mentioned software are updated to compensate for the compression file, or a different DS ripping tool comes along to bypass it, the best chance you have of at least getting the sprites and images is to use DeSmuMe&amp;#039;s built-in Map and OAM Viewers, or disable layers and hope they don&amp;#039;t contain a black background.&lt;br /&gt;
Attempting to use the hot keys to get over the lack of a decompression option only produces the following problems listed below:&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:1OZLPaletteError.png|Attempting to access palette (P)&lt;br /&gt;
File:1OZLTileError.png|Attempting to access tiles (T)&lt;br /&gt;
File:1OZLMapError1.png|Attempting to access full Image (M)&lt;br /&gt;
File:1OZLMapError2.png|Attempting to access full image after changing the palette&amp;#039;s depth&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
[[File:CarryOverEBA.png|thumbnail|right|Finding Commander Kahn&amp;#039;s in-game portrait among Ouendan 2&amp;#039;s data]]Don&amp;#039;t be fooled by what compression folders you do find.  Because Ouendan 2 shares the same engine as Elite Beat Agents (And to some extent the original Ouendan), many sprites and images from both games carry over into Ouendan 2.  So what you think is an unused portrait of Commander Kahn is really old compression files that haven&amp;#039;t been removed from the earlier two games.&lt;/div&gt;</summary>
		<author><name>White-Jet</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.vg-resource.com/index.php?title=Osu!_Tatakae!_Ouendan&amp;diff=1195</id>
		<title>Osu! Tatakae! Ouendan</title>
		<link rel="alternate" type="text/html" href="https://wiki.vg-resource.com/index.php?title=Osu!_Tatakae!_Ouendan&amp;diff=1195"/>
		<updated>2014-08-17T08:39:29Z</updated>

		<summary type="html">&lt;p&gt;White-Jet: /* Models */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:O!T!OLogo.png|thumbnail|Game Logo]] Osu! Tatakae! Ouendan (押忍！闘え！応援団: Go! Fight! Cheering Squad) is a rhythm tapping game published by iNiS and Nintendo.  It stars a group of Japanese cheerleaders (known as Ouendan) responding to the cries of up to 15 distressed individuals.  It is a Japan exclusive, but high import sales prompted the spiritual sequel, [[Elite Beat Agents]], and eventually a true sequel, [[Moero! Nekketsu Rhythm Damashii Osu! Tatakae! Ouendan 2]].&lt;br /&gt;
&lt;br /&gt;
==File Formats==&lt;br /&gt;
&lt;br /&gt;
===2D Images===&lt;br /&gt;
* NCLR (Palette)&lt;br /&gt;
* NCGR (Tiles)&lt;br /&gt;
* NCSR (Image Tiles)&lt;br /&gt;
* NCER (Multiple Tiles)&lt;br /&gt;
* NANR (Animation; rarely used)&lt;br /&gt;
===2D Sprites===&lt;br /&gt;
* ntfp (Palette)&lt;br /&gt;
* ntft (Tiles)&lt;br /&gt;
===3D===&lt;br /&gt;
* nsbmd (Models + Texture)&lt;br /&gt;
* nsbca (Animation)&lt;br /&gt;
&lt;br /&gt;
==Ripping Tutorial==&lt;br /&gt;
&lt;br /&gt;
It is best to use Tinke for image assembly and exporting. Console Tool is best used to view and export models of each Ouendan and Cheer Girl.&lt;br /&gt;
&lt;br /&gt;
===Images===&lt;br /&gt;
# Open ROM&lt;br /&gt;
# Collapse 2D Folder and any folder categorizing the scene requiring the files.&lt;br /&gt;
# Decompress each folder containing the file name of a chosen image. (Hot Key: D)&lt;br /&gt;
# Open file formats in this order by selecting their files and pressing the space key: NCLR-&amp;gt;NCGR-&amp;gt;NCSR/NCER-&amp;gt;NANR (Last option is unnecessary)&lt;br /&gt;
## If the image appears squished and missing a few pieces, the width is most likely set to a default dimension of 512.  To fix the problem, change the width number to 256.&lt;br /&gt;
### If the image disappears after the appropriate width has been adjusted, increase the offset until the image comes back into full view.&lt;br /&gt;
## For NCER formats, either click the Bank bar below the shown image and select the numbers shown or click &amp;quot;Show all Banks&amp;quot; to see a complete list of the images stored.&lt;br /&gt;
# Click the &amp;quot;Save&amp;quot; button on the left corner of the display window.&lt;br /&gt;
===Gameplay Sprites===&lt;br /&gt;
# Open ROM&lt;br /&gt;
# Collapse 3D Folder&lt;br /&gt;
## If chosen file isn&amp;#039;t in folder, collapse sub-folders containing the assigned files.&lt;br /&gt;
# Decompress folders that have matching names&lt;br /&gt;
# Open files in this order: ntfp (Hotkey &amp;quot;P&amp;quot;) -&amp;gt; ntft (Hotkey &amp;quot;T&amp;quot;)&lt;br /&gt;
# If the image doesn&amp;#039;t display properly, change &amp;quot;Image Pattern&amp;quot; to &amp;quot;No tiled&amp;quot; and adjust width until the image is properly displayed.&lt;br /&gt;
## Recommended width sizes: 8, 16, 24, 32, 64, 128, 256, 512&lt;br /&gt;
# Click the &amp;quot;Save&amp;quot; button.&lt;br /&gt;
===Models===&lt;br /&gt;
# Open Console Tool and ROM&lt;br /&gt;
# Collapse 3D Folder.  The model files should be easy to find.&lt;br /&gt;
# Click on the present model file to reveal their texture.&lt;br /&gt;
## Make sure to click the texture first before double clicking the model, otherwise you will be viewing a one-tone mesh of the chosen character.&lt;br /&gt;
# To export the nsbmd file, select the texture first, then right click the main file and select &amp;quot;Export&amp;quot;, or click the up arrow on the menu bar.&lt;br /&gt;
## Don&amp;#039;t worry if the program asks if you want to decompress the file.  Either option will still produce the same result.&lt;br /&gt;
# Open MKDS Course Modifier and click the Open folder.&lt;br /&gt;
# Select the saved model file.  Don&amp;#039;t worry if the model doesn&amp;#039;t show up; the fact it opens at all is proof enough that you have extracted the model properly.&lt;br /&gt;
# Clock &amp;quot;Export&amp;quot; and select &amp;quot;Model&amp;quot;.  Only [[OBJ]] will be shown.  Click it to complete the exportation.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
* Some images will load with a black background, obscuring the outline of the characters.  The best way to rectify this is to save two separate files, one with the current palette, and another with a substitute palette that has a less obscuring background (preferably a grayscale palette).  Open both on a image editing software that contains layers and a Wand Tool, paste the second image over the first on a separate layer, and highlight its background with the Wand Tool.  Once all parts of the background is selected, delete the second layer before removing or erasing the areas highlighted.&lt;br /&gt;
* Some NCER files will not open properly, prompting a window stating &amp;quot;Out of memory&amp;quot;, usually when there is either an animation file, or the file contains text.  You could attempt to assemble the tiles by hand, but it&amp;#039;s sometimes easier to just use [[DeSmuMe]]&amp;#039;s OAM and Map viewers.&lt;br /&gt;
* When digging through the files in folder 2d/mv/cm, be aware that some images won&amp;#039;t have their palettes in the same location.  Most, if not all palettes for some of the images (particularly the unused establishing shot and the shout images) are stored in the main stages of the game.  It&amp;#039;s best to borrow palettes from Handa&amp;#039;s stage (s01), as it&amp;#039;s intro folders (IN_01-5) have an easier list of palettes to choose from.&lt;br /&gt;
* Palettes less than 16 colors will not properly display the image, either producing a blank screen or a single pixel.  This usually only happens in the 3D folder.  You can either rip the image containing the low palette through DeSmuMe, or find a substitute palette matching the one assigned to the particular sprite.&lt;br /&gt;
** If the palette shows 16 colors, but the image still remains blank or unnatural, try clicking &amp;quot;Change the depth&amp;quot;.  You may be dealing with a file that has an 8bpp palette.  The same goes for palettes that are fully displayed as attempting to access the image without chopping the palette to 16 colors will not properly display the image it was assigned to.&lt;br /&gt;
* Although MKDS Course Modifier asks for an image file format when exporting models, it&amp;#039;s recommended you save a substitute version of its assigned texture through Tinke as some 3D software such as [[Cinema 4D]] will not register or properly load .mtl files.&lt;br /&gt;
**MKDS can also export the model&amp;#039;s skeletons, but the end product is iffy at best and won&amp;#039;t register on most 3D viewing or animating software.&lt;br /&gt;
* Only Sayaka (AS) and Ryuta (IR) have animation files because their respected teammates share the same move sets regardless of how they perform in-game.&lt;br /&gt;
* If you&amp;#039;re wondering where Suzuki and Anna Lindhurst are in the 3D folder, they are in the same file as Saito (SA-SI) and Aoi Kanda (KA_Model).  Though it is possible to access their texture, there is no known way to access and export their models through Console Tools.&lt;/div&gt;</summary>
		<author><name>White-Jet</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.vg-resource.com/index.php?title=Osu!_Tatakae!_Ouendan&amp;diff=1186</id>
		<title>Osu! Tatakae! Ouendan</title>
		<link rel="alternate" type="text/html" href="https://wiki.vg-resource.com/index.php?title=Osu!_Tatakae!_Ouendan&amp;diff=1186"/>
		<updated>2014-08-16T10:52:00Z</updated>

		<summary type="html">&lt;p&gt;White-Jet: /* Notes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:O!T!OLogo.png|thumbnail|Game Logo]] Osu! Tatakae! Ouendan (押忍！闘え！応援団: Go! Fight! Cheering Squad) is a rhythm tapping game published by iNiS and Nintendo.  It stars a group of Japanese cheerleaders (known as Ouendan) responding to the cries of up to 15 distressed individuals.  It is a Japan exclusive, but high import sales prompted the spiritual sequel, [[Elite Beat Agents]], and eventually a true sequel, [[Moero! Nekketsu Rhythm Damashii Osu! Tatakae! Ouendan 2]].&lt;br /&gt;
&lt;br /&gt;
==File Formats==&lt;br /&gt;
&lt;br /&gt;
===2D Images===&lt;br /&gt;
* NCLR (Palette)&lt;br /&gt;
* NCGR (Tiles)&lt;br /&gt;
* NCSR (Image Tiles)&lt;br /&gt;
* NCER (Multiple Tiles)&lt;br /&gt;
* NANR (Animation; rarely used)&lt;br /&gt;
===2D Sprites===&lt;br /&gt;
* ntfp (Palette)&lt;br /&gt;
* ntft (Tiles)&lt;br /&gt;
===3D===&lt;br /&gt;
* nsbmd (Models + Texture)&lt;br /&gt;
* nsbca (Animation)&lt;br /&gt;
&lt;br /&gt;
==Ripping Tutorial==&lt;br /&gt;
&lt;br /&gt;
It is best to use Tinke for image assembly and exporting. Console Tool is best used to view and export models of each Ouendan and Cheer Girl.&lt;br /&gt;
&lt;br /&gt;
===Images===&lt;br /&gt;
# Open ROM&lt;br /&gt;
# Collapse 2D Folder and any folder categorizing the scene requiring the files.&lt;br /&gt;
# Decompress each folder containing the file name of a chosen image. (Hot Key: D)&lt;br /&gt;
# Open file formats in this order by selecting their files and pressing the space key: NCLR-&amp;gt;NCGR-&amp;gt;NCSR/NCER-&amp;gt;NANR (Last option is unnecessary)&lt;br /&gt;
## If the image appears squished and missing a few pieces, the width is most likely set to a default dimension of 512.  To fix the problem, change the width number to 256.&lt;br /&gt;
### If the image disappears after the appropriate width has been adjusted, increase the offset until the image comes back into full view.&lt;br /&gt;
## For NCER formats, either click the Bank bar below the shown image and select the numbers shown or click &amp;quot;Show all Banks&amp;quot; to see a complete list of the images stored.&lt;br /&gt;
# Click the &amp;quot;Save&amp;quot; button on the left corner of the display window.&lt;br /&gt;
===Gameplay Sprites===&lt;br /&gt;
# Open ROM&lt;br /&gt;
# Collapse 3D Folder&lt;br /&gt;
## If chosen file isn&amp;#039;t in folder, collapse sub-folders containing the assigned files.&lt;br /&gt;
# Decompress folders that have matching names&lt;br /&gt;
# Open files in this order: ntfp (Hotkey &amp;quot;P&amp;quot;) -&amp;gt; ntft (Hotkey &amp;quot;T&amp;quot;)&lt;br /&gt;
# If the image doesn&amp;#039;t display properly, change &amp;quot;Image Pattern&amp;quot; to &amp;quot;No tiled&amp;quot; and adjust width until the image is properly displayed.&lt;br /&gt;
## Recommended width sizes: 8, 16, 24, 32, 64, 128, 256, 512&lt;br /&gt;
# Click the &amp;quot;Save&amp;quot; button.&lt;br /&gt;
===Models===&lt;br /&gt;
# Open Console Tool and ROM&lt;br /&gt;
# Collapse 3D Folder.  The model files should be easy to find.&lt;br /&gt;
# Click on the present model file to reveal their texture.&lt;br /&gt;
## Make sure to click the texture first before double clicking the model, otherwise you will be viewing a one-tone mesh of the chosen character.&lt;br /&gt;
# To export the nsbmd file, select the texture first, then right click the main file and select &amp;quot;Export&amp;quot;, or click the up arrow on the menu bar.&lt;br /&gt;
## Don&amp;#039;t worry if the program asks if you want to decompress the file.  Either option will still produce the same result.&lt;br /&gt;
# Open MKDS Course Modifier and click the Open folder.&lt;br /&gt;
# Select the saved model file.  Don&amp;#039;t worry if the model doesn&amp;#039;t show up; the fact it opens at all is proof enough that you have extracted the model properly.&lt;br /&gt;
# Clock &amp;quot;Export&amp;quot; and select &amp;quot;Model&amp;quot;.  Only OBJ will be shown.  Click it to complete the exportation.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
* Some images will load with a black background, obscuring the outline of the characters.  The best way to rectify this is to save two separate files, one with the current palette, and another with a substitute palette that has a less obscuring background (preferably a grayscale palette).  Open both on a image editing software that contains layers and a Wand Tool, paste the second image over the first on a separate layer, and highlight its background with the Wand Tool.  Once all parts of the background is selected, delete the second layer before removing or erasing the areas highlighted.&lt;br /&gt;
* Some NCER files will not open properly, prompting a window stating &amp;quot;Out of memory&amp;quot;, usually when there is either an animation file, or the file contains text.  You could attempt to assemble the tiles by hand, but it&amp;#039;s sometimes easier to just use [[DeSmuMe]]&amp;#039;s OAM and Map viewers.&lt;br /&gt;
* When digging through the files in folder 2d/mv/cm, be aware that some images won&amp;#039;t have their palettes in the same location.  Most, if not all palettes for some of the images (particularly the unused establishing shot and the shout images) are stored in the main stages of the game.  It&amp;#039;s best to borrow palettes from Handa&amp;#039;s stage (s01), as it&amp;#039;s intro folders (IN_01-5) have an easier list of palettes to choose from.&lt;br /&gt;
* Palettes less than 16 colors will not properly display the image, either producing a blank screen or a single pixel.  This usually only happens in the 3D folder.  You can either rip the image containing the low palette through DeSmuMe, or find a substitute palette matching the one assigned to the particular sprite.&lt;br /&gt;
** If the palette shows 16 colors, but the image still remains blank or unnatural, try clicking &amp;quot;Change the depth&amp;quot;.  You may be dealing with a file that has an 8bpp palette.  The same goes for palettes that are fully displayed as attempting to access the image without chopping the palette to 16 colors will not properly display the image it was assigned to.&lt;br /&gt;
* Although MKDS Course Modifier asks for an image file format when exporting models, it&amp;#039;s recommended you save a substitute version of its assigned texture through Tinke as some 3D software such as [[Cinema 4D]] will not register or properly load .mtl files.&lt;br /&gt;
**MKDS can also export the model&amp;#039;s skeletons, but the end product is iffy at best and won&amp;#039;t register on most 3D viewing or animating software.&lt;br /&gt;
* Only Sayaka (AS) and Ryuta (IR) have animation files because their respected teammates share the same move sets regardless of how they perform in-game.&lt;br /&gt;
* If you&amp;#039;re wondering where Suzuki and Anna Lindhurst are in the 3D folder, they are in the same file as Saito (SA-SI) and Aoi Kanda (KA_Model).  Though it is possible to access their texture, there is no known way to access and export their models through Console Tools.&lt;/div&gt;</summary>
		<author><name>White-Jet</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.vg-resource.com/index.php?title=Elite_Beat_Agents&amp;diff=1185</id>
		<title>Elite Beat Agents</title>
		<link rel="alternate" type="text/html" href="https://wiki.vg-resource.com/index.php?title=Elite_Beat_Agents&amp;diff=1185"/>
		<updated>2014-08-16T10:33:11Z</updated>

		<summary type="html">&lt;p&gt;White-Jet: /* Notes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:EBALogo.png|thumbnail|Game Logo]]&lt;br /&gt;
Elite Beat Agents is a rhythm tapping game published by iNiS and Nintendo.  It is a spiritual sequel to [[Osu! Tatakae! Ouendan]] starring an agency of men (Agents) and women (Divas) responding to the cries of over 15 individuals (plus 3 extra).  Elements from Elite Beat Agents, including their 3D models, have been incorporated and improved upon in the Ouendan sequel, [[Moero! Nekketsu Rhythm Damashii Osu! Tatakae! Ouendan 2]].&lt;br /&gt;
&lt;br /&gt;
==File Formats==&lt;br /&gt;
===2D Images===&lt;br /&gt;
* NCLR (Palette)&lt;br /&gt;
* NCGR (Tiles)&lt;br /&gt;
* NCSR (Image Tiles)&lt;br /&gt;
* NCER (Multiple Tiles)&lt;br /&gt;
* NANR (Animation; rarely used)&lt;br /&gt;
===2D Sprites===&lt;br /&gt;
* ntfp (Palette)&lt;br /&gt;
* ntft (Tiles)&lt;br /&gt;
===3D===&lt;br /&gt;
* nsbmd (Models + Texture)&lt;br /&gt;
* nsbca (Animation)&lt;br /&gt;
==Ripping Tutorial==&lt;br /&gt;
&lt;br /&gt;
See [[Osu! Tatakae! Ouendan]] for all three tutorials.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
* Make sure the ROM is NTSC (U) if you intend to rip sprites and models through Tinke or Console Tool.  PAL ports have been reformatted with a new compression file [1OZL], that makes accessing palettes, tiles and maps virtually impossible regardless of how exact you follow the instructions lined out in the link above.&lt;br /&gt;
* If you come across files that look like they belong in the Ouendan game, don&amp;#039;t assume they&amp;#039;re unused or hidden data eluding to the Ouendan cast being playable.  Because EBA was created using Ouendan&amp;#039;s game engine, some of the files from the earlier game are carried over and left untouched, which can sometimes make separating them from the files difficult for first time viewers looking for a particular image to rip.&lt;br /&gt;
* The models of each Agent and Diva have been moved to the folder &amp;quot;mdl&amp;quot; and is harder to identify without looking at the texture provided.&lt;br /&gt;
**Unlike Ouendan, however, the supports that accompany the Agents (Morris and Derek) and Divas (Missy and Foxx) are in separate files rather than bunched together.  This is most likely due to the updated Multiplayer which allows players to choose which character they want to play as rather than just picking a difficulty.&lt;br /&gt;
**Also, unlike Ouendan, each stage has their own move set for the Agents/Divas, so their animation isn&amp;#039;t shared by a single file.&lt;/div&gt;</summary>
		<author><name>White-Jet</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.vg-resource.com/index.php?title=Moero!_Nekketsu_Rhythm_Damashii_Osu!_Tatakae!_Ouendan_2&amp;diff=1184</id>
		<title>Moero! Nekketsu Rhythm Damashii Osu! Tatakae! Ouendan 2</title>
		<link rel="alternate" type="text/html" href="https://wiki.vg-resource.com/index.php?title=Moero!_Nekketsu_Rhythm_Damashii_Osu!_Tatakae!_Ouendan_2&amp;diff=1184"/>
		<updated>2014-08-16T10:19:56Z</updated>

		<summary type="html">&lt;p&gt;White-Jet: /* Ripping Tutorial */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Ouendan2Logo.png|thumbnail|Game Logo]]&lt;br /&gt;
Moero! Nekketsu Rhythm Damashii Osu! Tatakae! Ouendan 2 (燃えろ！熱血リズム魂　押忍！闘え！応援団２: Let&amp;#039;s Go! Hot-Blooded Rhythm Spirit: Go! Fight! Cheering Squad 2) is the official sequel to [[Osu! Tatakae! Ouendan]].  The returning squad, living in the town of Yuhi, must now deal with a rival squad taking up residence in the adjacent town of Asahi.  While occasionally confronting each other, they must also help 15 new individuals (one of which returns from the first game while another is the son of another character from the same game), plus 3 extra characters.&lt;br /&gt;
&lt;br /&gt;
The mechanics have borrowed and improved from [[Elite Beat Agents]], introducing a new unlockable that takes away the timing circle and gradually fazes out the markers, forcing players to memorize the timing and placement of the rhythm, and the option to play as the Agents throughout both towns, as well as being able to play as J and the yellow tabby from the original Ouendan (originally a limited DS download in Japan, now only unlockable through cheating devices such as Action Replay).&lt;br /&gt;
&lt;br /&gt;
==File Formats==&lt;br /&gt;
===2D Images===&lt;br /&gt;
* NCLR (Palette)&lt;br /&gt;
* NCGR (Tiles)&lt;br /&gt;
* NCSR (Image Tiles)&lt;br /&gt;
* NCER (Multiple Tiles)&lt;br /&gt;
* NANR (Animation; rarely used)&lt;br /&gt;
===2D Sprites===&lt;br /&gt;
* ntfp (Palette)&lt;br /&gt;
* ntft (Tiles)&lt;br /&gt;
===3D===&lt;br /&gt;
* nsbmd (Models + Texture)&lt;br /&gt;
* nsbca (Animation)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Ripping Tutorial==&lt;br /&gt;
&lt;br /&gt;
[[File:1OZLExample.png|thumbnail|right|An example of the files used for the Lighthearted Cheer&amp;#039;s intermission scenes]]Unfortunately, due to the fact that the files are compressed with an algorithm similar to the one used in the PAL versions of Elite Beat Agents, [1OZL], Ouendan 2 cannot be easily ripped through DS ripping programs such as Tinke and Console Tools, so until the mentioned software are updated to compensate for the compression file, or a different DS ripping tool comes along to bypass it, the best chance you have of at least getting the sprites and images is to use DeSmuMe&amp;#039;s built-in Map and OAM Viewers, or disable layers and hope they don&amp;#039;t contain a black background.&lt;br /&gt;
Attempting to use the hot keys to get over the lack of a decompression option only produces the following problems listed below:&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:1OZLPaletteError.png|Attempting to access palette (P)&lt;br /&gt;
File:1OZLTileError.png|Attempting to access tiles (T)&lt;br /&gt;
File:1OZLMapError1.png|Attempting to access full Image (M)&lt;br /&gt;
File:1OZLMapError2.png|Attempting to access full image after changing the palette&amp;#039;s depth&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
[[File:CarryOverEBA.png|thumbnail|right|Finding Commander Kahn&amp;#039;s in-game portrait among Ouendan 2&amp;#039;s data]]Don&amp;#039;t be fooled by what compression folders you do find.  Because Ouendan 2 shares the same engine as Elite Beat Agents (And to some extent the original Ouendan), many sprites and images from both games carry over into Ouendan 2.  So what you think is an unused portrait of Commander Kahn is really old compression files that haven&amp;#039;t been removed from the earlier two games.&lt;/div&gt;</summary>
		<author><name>White-Jet</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.vg-resource.com/index.php?title=File:CarryOverEBA.png&amp;diff=1183</id>
		<title>File:CarryOverEBA.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.vg-resource.com/index.php?title=File:CarryOverEBA.png&amp;diff=1183"/>
		<updated>2014-08-16T10:04:15Z</updated>

		<summary type="html">&lt;p&gt;White-Jet: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>White-Jet</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.vg-resource.com/index.php?title=File:1OZLMapError2.png&amp;diff=1182</id>
		<title>File:1OZLMapError2.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.vg-resource.com/index.php?title=File:1OZLMapError2.png&amp;diff=1182"/>
		<updated>2014-08-16T09:57:09Z</updated>

		<summary type="html">&lt;p&gt;White-Jet: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>White-Jet</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.vg-resource.com/index.php?title=File:1OZLMapError1.png&amp;diff=1181</id>
		<title>File:1OZLMapError1.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.vg-resource.com/index.php?title=File:1OZLMapError1.png&amp;diff=1181"/>
		<updated>2014-08-16T09:55:42Z</updated>

		<summary type="html">&lt;p&gt;White-Jet: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>White-Jet</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.vg-resource.com/index.php?title=File:1OZLTileError.png&amp;diff=1180</id>
		<title>File:1OZLTileError.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.vg-resource.com/index.php?title=File:1OZLTileError.png&amp;diff=1180"/>
		<updated>2014-08-16T09:49:29Z</updated>

		<summary type="html">&lt;p&gt;White-Jet: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>White-Jet</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.vg-resource.com/index.php?title=File:1OZLPaletteError.png&amp;diff=1179</id>
		<title>File:1OZLPaletteError.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.vg-resource.com/index.php?title=File:1OZLPaletteError.png&amp;diff=1179"/>
		<updated>2014-08-16T09:46:23Z</updated>

		<summary type="html">&lt;p&gt;White-Jet: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>White-Jet</name></author>
		
	</entry>
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