https://wiki.vg-resource.com/api.php?action=feedcontributions&user=MappyNyamco&feedformat=atomThe VG Resource Wiki - User contributions [en]2024-03-28T14:45:12ZUser contributionsMediaWiki 1.31.1https://wiki.vg-resource.com/index.php?title=Arcade&diff=2547Arcade2020-10-07T19:09:55Z<p>MappyNyamco: </p>
<hr />
<div>[[File:ArcadeMK.jpg|350px|right]]<br />
An '''arcade''' game is a specialized coin-operated video game machine, usually comprised of a cabinet, motherboard, monitor, and joystick controls. Each manufacturer would create its own specialized board to run games.<br />
<br />
Arcade games were very popular during the '80s and '90s, and struggle to survive through the 21st century. Today, traditional arcade machines are fairly uncommon and most venues have replaced these units with redemption machines, which yielded increased profits.<br />
<br />
==Ripping Tools==<br />
<br />
Like with ripping from PC games, ripping from Arcade games is on a case-by-case basis. Depending on which board the game you want to rip is, some tools will be more useful than others.<br />
<br />
===WinKawaks===<br />
<br />
WinKawaks is an emulator that plays games from the CPS1, CPS2, and the Neo-Geo Arcade boards. It also features some debug tools, useful for ripping sprites. You can download it [http://cps2shock.emu-france.info/ Here].<br />
<br />
To rip sprites, you must boot up the game of your choice and play it to the point where the sprites you want are. Then, pause the emulation with the "Enter" button (not required, but recommended).<br />
<br />
NOTE: DO NOT resize or maximize the emulator window.<br />
<br />
Before you get to the ripping, choose the menu "Video > Set background color...", then set the color to something other than black (I suggest pink since it gives a better contrast). From here, you have two methods for ripping the sprites.<br />
<br />
====The Shots Factory====<br />
<br />
Choose the menu "Tools > Shot factory" (or press "CTRL+F"):<br />
<br />
[[File:WinKawaks1.png|center]]<br />
<br />
The pop-up window will appear above the main window, so you'll need to manually move it to someplace so you can see the main window.<br />
<br />
# This white area lists all sprites currently on the screen;<br />
# These three buttons allows you to enable or disable the background/HUD layers. For CPS games the three buttons will be available, while for Neo Geo games only the 8x8 button will be available.<br />
# These two buttons allows you to take screenshots;<br />
# This button allows you to step a frame on the emulation. Useful if you're trying to get a complete animation;<br />
# Once you select any sprites listed on the white area, you can use these buttons to enable or disable them.<br />
# Checking this box will make the sprite blink on the main window once you select it in the white area. Useful for identifying which sprites are which.<br />
<br />
The Shots factory is mostly useful for ripping backgrounds and simpler animations. If you want to rip fighting game characters or those multi-layered bosses, the second method is recommended.<br />
<br />
====The Tile Viewer====<br />
<br />
Choose the menu "Tools > Tileviewer" (or press "CTRL+T"):<br />
<br />
[[File:WinKawaks2.png|center]]<br />
<br />
Much like the Shots Factory, the pop-up window will appear above the main window, so move it elsewhere. The first thing you will notice is that the game screen will be replaced by the game's tiles.<br />
<br />
# This box lets you choose the tile size. 8x8 is used by the game's HUD, while 16x16 is where most sprites are. The 32x32 will only appear for CPS games, and is mostly used by background tiles;<br />
# These two boxes allow you to flip the tiles horizontally or vertically. You'll probably never use these, so just ignore them;<br />
# What you will see on the main window will depend if the game is CPS or Neo Geo. For CPS games, you scroll through the tiles vertically, while on Neo Geo games you scroll through them horizontally. This slider allows you to set the number of columns (for CPS games) or rows (for Neo Geo games) which are displayed. For older Neo Geo games, you should set this to "1", while for newer Neo Geo games you may want to get as more rows as possible. As for CPS games, generally the sprites are already organized, so you should leave this on the default number unless you know what you're doing (some CPS games may require you to double or halve the number of columns to display the sprites properly);<br />
# This slider allows you to scroll through the tiles;<br />
# This slider scrolls through the palettes;<br />
# Once you select any of the sliders (just click them), you can use these buttons to easily scroll them without having to drag them with the mouse. This is highly recommended, especially for finding palettes. Alternatively, you can use the arrow keys on your keyboard, which is much easier than clicking the buttons continuously.<br />
<br />
NOTE: You won't be able to find the correct palettes if what you're trying to rip was not currently on the screen before you entered the Tile Viewer. <br />
<br />
===MAME===<br />
[[File:MAME Bosconian - Star Destroyer (new version) (bosco) 10 7 2020 3 07 38 PM.png|thumb|An example of viewing graphics in MAME of the game Bosconian.]]<br />
In MAME, a sprite viewer can be accessed through the following sequence: Press F4 to bring up a palette viewer, and while on the palette viewer, press Enter to access the sprite viewer. Use the up and down keys to scroll through the sprites in the current graphic bank, left and right to switch palettes, [ and ] to switch graphic banks, and the R key to rotate the sprites in the viewer by 90 degrees. You can also press Enter to switch to backgrounds if you want to rip them.<br />
<br />
Because there's no way to directly save the sprites displayed in the sprite viewer, you must downsize the window to give the sprites the proper pixel-size then PrtScn the window, followed by pasting it into a graphics editor like Paint.<br />
<br />
Not all games can be ripped with this method, only if they use a tile-based system, and sometimes it is just the background tiles. Some arcade systems such as the Neo Geo and many Sega arcade games either don't display the palette viewer or just the palette viewer.<br />
<br />
If you prefer ripping from screenshots, frame-advance and rewind keys can be mapped to capture animations while the game is paused. F12 is the default key for screenshots, but you may have to adjust screenshot settings so the captures are clean and in the game's 1:1 pixel resolution.<br />
<br />
===Sega System 16 Sprite Viewer===<br />
<br />
Despite the name, the sprite viewer was made using information from disassembling OutRun. This can rip OutRun, Super Hang-On, After Burner, and some of the System 16 library. It is a command-line based tool and requires knowledge of the sprite banks that were used, they are listed as mpr and then a number at the end. The files have to be unzipped and then load 4 sprite banks at a time to view the sprites. The sprites can be saved as a BMP file.<br />
<br />
Apart from OutRun, the sprites have no palettes so they have to be recolored.<br />
<br />
===Artmoney===<br />
<br />
<br />
===[http://nebula.emulatronia.com/ Nebula]===<br />
Similar to WinKawaks but lacks a noticeable Tile Viewer and with a different Shot Factory.<br />
<br />
==Recommended Emulators==<br />
<br />
===MAME/MAMEUI===<br />
<br />
See [[MAME|here]] for more info.<br />
<br />
{{Consoles}}<br />
[[Category:Consoles]]</div>MappyNyamcohttps://wiki.vg-resource.com/index.php?title=File:MAME_Bosconian_-_Star_Destroyer_(new_version)_(bosco)_10_7_2020_3_07_38_PM.png&diff=2546File:MAME Bosconian - Star Destroyer (new version) (bosco) 10 7 2020 3 07 38 PM.png2020-10-07T19:08:28Z<p>MappyNyamco: </p>
<hr />
<div>An example of viewing graphics in MAME.</div>MappyNyamcohttps://wiki.vg-resource.com/index.php?title=PlayStation_Portable&diff=2503PlayStation Portable2020-07-11T20:03:13Z<p>MappyNyamco: /* Jpcsp */</p>
<hr />
<div>[[File:PSP-1000.jpg|right|350px|link=]]<br />
The PlayStation Portable (or PSP) is a handheld game console made by Sony in 2004.<br />
<br />
PSP is the only handheld video game console to use Universal Media Disc (UMD) as its primary storage medium.<br />
<br />
==Ripping Tools==<br />
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's files can be viewed using your computer's file explorer.<br />
<br />
In some cases, games will come in ".CSO" format. These will need to be converted into an ISO format before being used. There are a number of conversion tools available online.<br />
<br />
===Gitmo===<br />
[[File:Gitmo-screenshot.png|thumb|right|200px|Gitmo interface]]<br />
<br />
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&showcat=Everything&page=2#prjmp88 www.richwhitehouse.com].<br />
<br />
In order to use it you need to: <br />
# Specify the path to a file or a folder you wish to search <br />
# Specify the path to the folder where you want found files to be extracted<br />
# Click the "Grab" button<br />
<br />
It is also possible to convert extracted GIM files to PNG right away or disable the extraction of GIM files at all.<br />
<br />
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.<br />
===Texture Extractor/Reinserter (TextER)===<br />
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'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.<br />
<br />
A batch file can be created to make ripping [[GIM]] files from multiple containers quicker. Save the code below into a ".bat" 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.<br />
<br />
<code>for %%X in (*.*) do texter -e "%%X" -gim</code><br />
<br />
===GimConv===<br />
<br />
===[[Noesis]]===<br />
Can be used with several common sprite, texture and model formats for the PSP, as well as a number of specific PSP games.<br />
<br />
For more information, see the [[Noesis]] page.<br />
<br />
==Common File Formats==<br />
* '''.[[GMO]]''' - Model/Animation data (supported by [[Noesis]])<br />
* '''.[[GIM]]''' - Texture/Sprite data (supported by [[Noesis]])<br />
* '''.[[PMF]]''' - Video data (partially supported by [[VLC Media Player]] and [[Media Player Classic]] (Missing audio))<br />
<br />
==Recommended Emulators==<br />
===PPSSPP===<br />
Good PSP emulator with high compatibility.<br />
==== GE Debugger Tutorial ====<br />
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.<br />
<br />
GE Debugger can be accessed in the Debug menu, or by pressing Ctrl G, at any point during gameplay.<br />
<br />
[[File:GEDebuggerBreakdown.png|center]]<br />
<br />
# Step Frame: Advances emulator by one frame.<br />
# Step Tex: Draws current frame one texture at a time (Background, shadows if any, sprites, passable objects).<br />
# Step Draw: Draws current frame one tile at a time.<br />
# 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.<br />
# Step Into: Similar to Step Prim, but focuses on adding connected tiles and sprites obtained from the "CLUT" (a.k.a "clutter", first shown in the smaller of the two windows).<br />
# Resume: Unpauses Emulator while GE Debugger is still active.<br />
# Force Opaque: Adds transparency, though some portions will only dim the transparency to a nonexistent shade.<br />
# 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.<br />
<br />
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 "Step" buttons in order to halt progress.<br />
<br />
When accessing a new frame, the entire scene will be washed out, leaving you to press any of the "Step" 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.<br />
<br />
For Backgrounds, it's best to use "Step Tex" 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.<br />
<br />
For Sprites, make sure "Show CLUT" is unchecked. GE draws the frame from back to front, meaning the tiles for the farthest background will be drawn first. Press "Step Tex" until you see the incomplete background, then use "Step Draw" while paying attention to the CLUT on the smaller window until the tiles switch to the current sprites in the area. Check "Show CLUT" and you will quickly notice that the sprites are too small and pixelated to be ripped. That'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's left is to find the appropriate sprites by clicking anywhere within the window and dragging it around until the sprites appear.<br />
<br />
===Jpcsp===<br />
Jpcsp is a Java PSP emulator. It can rip 3D models from games.<br />
<br />
In order to do this, you must load a game, find it in the UMD browser or the file opener. Then play where you want to rip the textures. The, click on File > Export 3D Scene, then click on visible or all 3D models. Then go to export, on the JPCSP folder, and go to the recent one. This won't work sometimes when playing original games on Namco Museum Battle Collection, or some different reasons. If you try opening the .obj file like that, it won't load, but if done correctly, it can be usable.<br />
<br />
Not only that, but just like PPSSPP, it includes A GE Debugger, in which can allow to see graphics, as the opposite of the one stated on the top before.<br />
[[File:Image viewer 7 11 2020 3 58 49 PM.png|thumb]]<br />
[[File:Jpcsp v0.7 cc4e331 - ナムコミュージアム (ULJS00012) FPS 61, averageFPS 54.2 6 18 2020 6 21 51 PM.png|thumb]]<br />
<br />
==Specific Game Pages==<br />
<DynamicPageList><br />
category = PlayStation Portable Games<br />
ordermethod = sortkey<br />
order = ascending<br />
</DynamicPageList><br />
{{Consoles}}<br />
[[Category:Consoles]]<br />
[[Category:Ripping Tools]]</div>MappyNyamcohttps://wiki.vg-resource.com/index.php?title=File:Image_viewer_7_11_2020_3_58_49_PM.png&diff=2502File:Image viewer 7 11 2020 3 58 49 PM.png2020-07-11T20:02:56Z<p>MappyNyamco: </p>
<hr />
<div>JPCSP GE</div>MappyNyamcohttps://wiki.vg-resource.com/index.php?title=PlayStation_Portable&diff=2474PlayStation Portable2020-06-18T22:27:59Z<p>MappyNyamco: /* Jpcsp */</p>
<hr />
<div>[[File:PSP-1000.jpg|right|350px|link=]]<br />
The PlayStation Portable (or PSP) is a handheld game console made by Sony in 2004.<br />
<br />
PSP is the only handheld video game console to use Universal Media Disc (UMD) as its primary storage medium.<br />
<br />
==Ripping Tools==<br />
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's files can be viewed using your computer's file explorer.<br />
<br />
In some cases, games will come in ".CSO" format. These will need to be converted into an ISO format before being used. There are a number of conversion tools available online.<br />
<br />
===Gitmo===<br />
[[File:Gitmo-screenshot.png|thumb|right|200px|Gitmo interface]]<br />
<br />
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&showcat=Everything&page=2#prjmp88 www.richwhitehouse.com].<br />
<br />
In order to use it you need to: <br />
# Specify the path to a file or a folder you wish to search <br />
# Specify the path to the folder where you want found files to be extracted<br />
# Click the "Grab" button<br />
<br />
It is also possible to convert extracted GIM files to PNG right away or disable the extraction of GIM files at all.<br />
<br />
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.<br />
===Texture Extractor/Reinserter (TextER)===<br />
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'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.<br />
<br />
A batch file can be created to make ripping [[GIM]] files from multiple containers quicker. Save the code below into a ".bat" 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.<br />
<br />
<code>for %%X in (*.*) do texter -e "%%X" -gim</code><br />
<br />
===GimConv===<br />
<br />
===[[Noesis]]===<br />
Can be used with several common sprite, texture and model formats for the PSP, as well as a number of specific PSP games.<br />
<br />
For more information, see the [[Noesis]] page.<br />
<br />
==Common File Formats==<br />
* '''.[[GMO]]''' - Model/Animation data (supported by [[Noesis]])<br />
* '''.[[GIM]]''' - Texture/Sprite data (supported by [[Noesis]])<br />
* '''.[[PMF]]''' - Video data (partially supported by [[VLC Media Player]] and [[Media Player Classic]] (Missing audio))<br />
<br />
==Recommended Emulators==<br />
===PPSSPP===<br />
Good PSP emulator with high compatibility. Still a WIP, so some games won't work.<br />
==== GE Debugger Tutorial ====<br />
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.<br />
<br />
GE Debugger can be accessed in the Debug menu, or by pressing Ctrl G, at any point during gameplay.<br />
<br />
[[File:GEDebuggerBreakdown.png|center]]<br />
<br />
# Step Frame: Advances emulator by one frame.<br />
# Step Tex: Draws current frame one texture at a time (Background, shadows if any, sprites, passable objects).<br />
# Step Draw: Draws current frame one tile at a time.<br />
# 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.<br />
# Step Into: Similar to Step Prim, but focuses on adding connected tiles and sprites obtained from the "CLUT" (a.k.a "clutter", first shown in the smaller of the two windows).<br />
# Resume: Unpauses Emulator while GE Debugger is still active.<br />
# Force Opaque: Adds transparency, though some portions will only dim the transparency to a nonexistent shade.<br />
# 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.<br />
<br />
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 "Step" buttons in order to halt progress.<br />
<br />
When accessing a new frame, the entire scene will be washed out, leaving you to press any of the "Step" 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.<br />
<br />
For Backgrounds, it's best to use "Step Tex" 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.<br />
<br />
For Sprites, make sure "Show CLUT" is unchecked. GE draws the frame from back to front, meaning the tiles for the farthest background will be drawn first. Press "Step Tex" until you see the incomplete background, then use "Step Draw" while paying attention to the CLUT on the smaller window until the tiles switch to the current sprites in the area. Check "Show CLUT" and you will quickly notice that the sprites are too small and pixelated to be ripped. That'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's left is to find the appropriate sprites by clicking anywhere within the window and dragging it around until the sprites appear.<br />
<br />
===Jpcsp===<br />
Jpcsp is a Java PSP emulator, which has more compatibility than PPSSPP. It can rip 3D models from games.<br />
<br />
In order to do this, you must load a game, find it in the UMD browser or the file opener. Then play where you want to rip the textures. The, click on File > Export 3D Scene, then click on visible or all 3D models. Then go to export, on the JPCSP folder, and go to the recent one. This won't work sometimes when playing original games on Namco Museum Battle Collection, or some different reasons. If you try opening the .obj file like that, it won't load, but if done correctly, it can be usable.<br />
[[File:Jpcsp v0.7 cc4e331 - ナムコミュージアム (ULJS00012) FPS 61, averageFPS 54.2 6 18 2020 6 21 51 PM.png|thumb]]<br />
<br />
==Specific Game Pages==<br />
<DynamicPageList><br />
category = PlayStation Portable Games<br />
ordermethod = sortkey<br />
order = ascending<br />
</DynamicPageList><br />
{{Consoles}}<br />
[[Category:Consoles]]<br />
[[Category:Ripping Tools]]</div>MappyNyamcohttps://wiki.vg-resource.com/index.php?title=File:Jpcsp_v0.7_cc4e331_-_%E3%83%8A%E3%83%A0%E3%82%B3%E3%83%9F%E3%83%A5%E3%83%BC%E3%82%B8%E3%82%A2%E3%83%A0_(ULJS00012)_FPS_61,_averageFPS_54.2_6_18_2020_6_21_51_PM.png&diff=2473File:Jpcsp v0.7 cc4e331 - ナムコミュージアム (ULJS00012) FPS 61, averageFPS 54.2 6 18 2020 6 21 51 PM.png2020-06-18T22:26:23Z<p>MappyNyamco: </p>
<hr />
<div>How to rip 3D models\textures.</div>MappyNyamco