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How do I rip the sprites from an IPS file?

Posted: 16th January 2005 05:42

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Hello!
I'm trying to rip the fully-playable Clyde sprites from the FF3NPC patch available HERE. Unfortunately, since it's just an IPS file, none of the sprite editors available at CoN will let me view them (as far as I know). I tried e-mailing the creator of the patch himself, but the last version was released in '99, and the e-mail address is out of service.
I'm only doing this to customize my own FFVI experience (ie, not planning to make it public unless it's requested), but if I ever did release it, I'd be sure to give FF Fanatic (it's creator) credit for the sprites.
Can anyone help me with this? Point me in the right direction? Thanks very much in advance.

Edit: BTW, I don't use Snestool to integrate the patch, I use ZSNES' auto-patching feature to run the IPS. Would I have to use Snestool, then load it into a sprite editor?

UPDATE: Yes, that's exactly what I had to do. So, for anyone who doesn't know, may you learn from my experience. thumbup.gif

This post has been edited by ghaleon1103 on 16th January 2005 05:59

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Post #69845
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Posted: 16th January 2005 05:55

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Uh...

Patch a copy of your ROM and then edit that?

Run the rom using ZSNES with the patch and savestate, then use one of the many savestate editors out there to extract the graphic ram data?

Remove all but the sprite layer and printscreen/save snapshot for every frame of the sprite you want?

Pretty easy. wink.gif Apart from the above methods, there's no way of ripping data directly from an IPS short of writing your own program.

Edit: These are three DIFFERENT methods, not a step-by-step way of doing it. Apparently that didn't seem too clear. wink.gif

This post has been edited by Silverlance on 16th January 2005 07:22

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Post #69848
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Posted: 16th January 2005 06:04

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Thanks for the quick reply, Silverlance, but I found an easier way. Using Snestool, I used the command "Use IPS" to integrate the patch directly into the SMC. Then, it loaded properly into my sprite editor by simply loading the SMC file.

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Posted: 16th January 2005 06:11

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Quote (Silverlance @ 16th January 2005 00:55)
Patch a copy of your ROM and then edit that?

That's pretty much what I said, isn't it? wink.gif

Glad you got it working though!

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"Judge not a man by his thoughts and words, but by
the quality and quantity of liquor in his possession
and the likelyhood of him sharing."
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Posted: 16th January 2005 06:16

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Quote
That's pretty much what I said, isn't it?

Well yes, but you also had me saving a snapshot of each sprite I want, and that'd be far too much work for after midnight. laugh.gif
Thanks again for the support though!

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Posted: 16th January 2005 07:21

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Quote (ghaleon1103 @ 16th January 2005 00:42)
UPDATE:  Yes, that's exactly what I had to do.

Well, no. That's only one of the methods you could've used.

Look for BGMapper. Little utility that allows you to rip graphics from the SNES's graphic RAM in a ZSNES saved state. Though frankly, just patching it is faster. On the other hand, if it's already in RAM so is the palette, which saves you a lot of troubles.

BGMapper is a VERY useful utility. Anyone into ripping stuff should grab it, as well as Tile Studio Pro. The latter of which is my god.

This post has been edited by Silverlance on 16th January 2005 07:23

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"Judge not a man by his thoughts and words, but by
the quality and quantity of liquor in his possession
and the likelyhood of him sharing."
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Posted: 16th January 2005 07:53

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Ooh, sounds excellent!! I've been wanting to rip more sprites from FFV, so this seems to be just what I'm looking for! Thanks so much! biggrin.gif

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