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TaZaR
Dec 26, 2005, 01:17 PM
Well, I think this topic should be a place where everyone should post his/her ripped sprites from JJ1 or 2, or even from JJA. So, if someone would like to use them for a game or something, they could find it here. (this is why I posted this into the community game development section)
Okay, here are the stuffs I've been ripped from JJ1 today.
http://img497.imageshack.us/img497/9395/jjenemiesspritesheet1jt.png
I'm not sure, but maybe the little turtle is incorrect. (I mean maybe has some mixing pixels, or has some not needed ones, not sure. This is because of the background... I'll find a better way to rip)
More will come later, hopefully.
And here's the JJ2 turtle again, to let every spritesheets being in one place. See the difference beetwen this and JJ1's? ;-)
http://img492.imageshack.us/img492/6256/jj2turtle6fk.png

Violet CLM
Dec 26, 2005, 02:25 PM
Every sprite from Episodes 1-6 has already been ripped. A-C/X would be more useful.

TaZaR
Dec 26, 2005, 03:45 PM
Every sprite from Episodes 1-6 has already been ripped. A-C/X would be more useful.
Oops, I've been missed something! :eek: Could you tell me, where I can get them?
And okay, next time I'll work on HH94/95 & A/B/C episodes. ;-)

n00b
Dec 26, 2005, 04:14 PM
First off, HH'94 has been ripped.
Second, Any chance you will continue the upright turtle walking animation(As I'm positive it's not in the game)?

TaZaR
Dec 26, 2005, 04:38 PM
Okay, I've found the JJ sprites link, ripped by Double Dutch. I post it here, so if anyone needs it, he won't need to search. ;-)
http://www.jazz2online.com/jcf/showthread.php?t=13532&highlight=sprite
Any chance you will continue the upright turtle walking animation(As I'm positive it's not in the game)?
I don't think so... That should be a lot of time, if I want to keep JJ2s animation & frame quality. If there will be JJ2 source one day, I'll make this turtle's sprites for an addon to JJ2. ;-) But if you would like to continue, or using it somewhere, just feel free. :cool:

Odin
Dec 26, 2005, 05:03 PM
I don't really like the upright turtle's gun. It looks too large and un-detailed.

TaZaR
Dec 26, 2005, 05:32 PM
I know, I know, I've been did it years ago. :p
To Double Dutch: What program did you used to rip those sprites, or how? That sprite extractor that you mentoined before? I've even seen a snake-like turtle beetwen the sprites, is it from a secret level, or what, because I've been never seen it before. :eek:

Sciz CT
Dec 26, 2005, 09:56 PM
The fact that the JJ2 turtle was drawn on top of the JJ1 turtle fascinates me for some reason.

Pako
Dec 27, 2005, 06:41 AM
I know, I know, I've been did it years ago. :p
To Double Dutch: What program did you used to rip those sprites, or how? That sprite extractor that you mentoined before? I've even seen a snake-like turtle beetwen the sprites, is it from a secret level, or what, because I've been never seen it before. :eek:
post an screenshot of that turtle, please!

TaZaR
Dec 27, 2005, 07:10 AM
I have no screenshot, cuz as I said, I didn't seen him in the game. :p
But here are the sprites by Double Dutch.
http://img425.imageshack.us/img425/5447/drag4wi.png
He must be on a secret level, or even not in the game. Or maybe I'm just don't remember. :rolleyes:

n00b
Dec 27, 2005, 07:29 AM
Thats a Dragoon. He was on Marbella. Jeez, how can you forget that guy?
Everyone, go replay JJ1.

TaZaR
Dec 27, 2005, 07:32 AM
Ouch, I'm still not sure, I've been seen it. I gonna replay JJ1 again, after the exam period. :D

n00b
Dec 27, 2005, 07:34 AM
Here are some* of my rips from JJ2:
Tuf Boss (http://www.maj.com/gallery/Lijik/Sprites/tufboss.bmp)
Rocket Turtle (http://www.maj.com/gallery/Lijik/Sprites/rocketturtle.bmp)
Norm Turtle (http://www.maj.com/gallery/Lijik/Sprites/turtle.bmp)
Bubba (http://www.maj.com/gallery/Lijik/Sprites/bubbasheet.png)

*The others are either lost or incomplete.

TaZaR
Dec 27, 2005, 07:39 AM
You're sprite rips are much more complete/detialed than mine. :cool: Thanks for posting them here.
By the way, where is that angelic Bubba came from? Ripped with that sprite viewer? (If you'll say it's in the game, I'll replay JJ2 again, too :p )

Super_Jarno
Dec 27, 2005, 07:42 AM
ZOMG!
BubbaAngelSprite!?
lol!_______
:lol: :lol: /
--_--_--_--/

n00b
Dec 27, 2005, 08:17 AM
By the way, where is that angelic Bubba came from? Ripped with that sprite viewer? (If you'll say it's in the game, I'll replay JJ2 again, too :p )
Ripped with Sprite Viewer.

TaZaR
Dec 27, 2005, 12:55 PM
n00b, could you post here the sprites, that you've been ripped from JJ Advance? I've been seen 2 sheets in a topic, and the 3rd one had broken link. :I
Thank!

n00b
Dec 27, 2005, 01:11 PM
Post the ones from the topic, my Harddrive died so I don';t any thing else.

TaZaR
Dec 27, 2005, 02:23 PM
http://img.photobucket.com/albums/v520/lijik/jjasheet1.png
http://img.photobucket.com/albums/v520/lijik/jjasheet2.png
And that one didn't worked:
http://www.vipir.com/haiku/phil-bin/jazzsprites3.PNG
You said in that topic, that you used some emustuff to get them from the rom, not ripping them with screenshots. Could you tell me more?

n00b
Dec 27, 2005, 02:54 PM
The third one is linked to a dead server, so it won't work.

I used the OAM viewer in Visual Boy Advance.

TaZaR
Dec 27, 2005, 03:12 PM
Thanks much! ;) I'll see how it works...

ThunderPX
Dec 28, 2005, 06:44 AM
OMG, Spaz was supposed to be playable?

Violet CLM
Dec 28, 2005, 10:19 AM
...no, those are pretty obvious looking sprite edits.

n00b
Dec 28, 2005, 10:25 AM
Violet is right.
I was screwing around with Spaz since his hand looked like it was supposed to hold a gun(shortly after I realized he was pulling his ear). I left those in there for the heck of it.

EDIT-Jeez, I did a weak ripping job.

Murderbeam
Dec 28, 2005, 10:48 AM
What the Heck is with the turtle holding a gun?

Sprite edit?

TaZaR
Dec 28, 2005, 11:00 AM
What the Heck is with the turtle holding a gun?

Sprite edit?
Which one? Darkshell or the troops?

Murderbeam
Dec 28, 2005, 11:18 AM
The one on the first post.
The jj2 normal turtle sprites.

n00b
Dec 28, 2005, 11:19 AM
That was an obviously done edit Twinsoul.

Odin
Dec 28, 2005, 12:48 PM
That was an obviously done edit Twinsoul.

Twinsoul isn't exactly the brightest Jazzer. In fact, he's not even average there. Just forgive him.

And JJA looks like it was drawn in MSPaint.

n00b
Dec 28, 2005, 01:02 PM
Thats one advanced MS Paint-er

ThunderPX
Dec 28, 2005, 01:06 PM
Twinsoul isn't exactly the brightest Jazzer. In fact, he's not even average there. Just forgive him.

And JJA looks like it was drawn in MSPaint.

I wish people would stop saying you can't make good things in MS Paint.

n00b
Dec 28, 2005, 01:08 PM
I wish people would stop saying you can't make good things in MS Paint.
Seriously.
Any good peice of pixel art came from MS Paint.(as always there are exceptions)

Violet CLM
Dec 28, 2005, 03:15 PM
JJ2.

TaZaR
Dec 28, 2005, 03:50 PM
You can done everything in mspaint expect the few things about the palettes. You don't need 250 effects to make a nice sprite.

aokmaniac13
Dec 28, 2005, 04:11 PM
But you do need 250 effect to make nice sprites... faster.

n00b
Dec 28, 2005, 04:21 PM
250 effects cant even make sprites.
AT ALL.
EDIT- Or increase the speed for that matter.

TaZaR
Dec 28, 2005, 04:43 PM
250 effects cant even make sprites.
AT ALL.
Agree, if you use for example PSP's brush, the sprite will be too much blurry, and not every pixel will be at the place, where you want. Of course maybe it could work for bigger sprites with bigger color depth, but not with 8-bit sprites for 320x240 resolution.

Odin
Dec 28, 2005, 05:23 PM
I wish people would stop saying you can't make good things in MS Paint.

I didn't. I simply stated that JJA looked like it was made in MSPaint. I use MSPaint for all my picture editing/pixeling needs, so I can't really say that I don't think anything good can come out of MSPaint.

What I should've said was that JJA's sprites (more notably the larger ones) have bad shading/coloring. I've been pixeling for only the past six months (in MSPaint, even, not a program meant for pixeling like GraphicsGale), and even I could do a better job.

Violet CLM
Dec 28, 2005, 05:44 PM
Agree, if you use for example PSP's brush, the sprite will be too much blurry, and not every pixel will be at the place, where you want. Of course maybe it could work for bigger sprites with bigger color depth, but not with 8-bit sprites for 320x240 resolution.
Uhhh... if you zoom in, just like in Paint but better, you can tell where the pixels go, and PSP doesn't blur things.

n00b
Dec 28, 2005, 05:59 PM
Paint supports up to 10x, which is a fairly good zoom.
I really don't see the point in zooming in so far that you can barely see what you're working with.

Odin
Dec 28, 2005, 06:10 PM
Paint supports up to 10x, which is a fairly good zoom.
I really don't see the point in zooming in so far that you can barely see what you're working with.

Paint can only zoom up to to 8x. And in a high resolution, 8x can be used to tweak "hidden" pixels that, while the eye is unable to easily distinguish, can change the way a sprite looks.

n00b
Dec 28, 2005, 06:40 PM
Paint can only zoom up to to 8x. And in a high resolution, 8x can be used to tweak "hidden" pixels that, while the eye is unable to easily distinguish, can change the way a sprite looks.
Wrong. Click slightly below 8x to use the hidden 10x zoom.

Black Ninja
Dec 28, 2005, 06:43 PM
I never knew about that, n00b. I just learned during my winter break. IT BURNS!

Radium
Dec 28, 2005, 06:44 PM
Agree, if you use for example PSP's brush, the sprite will be too much blurry, and not every pixel will be at the place, where you want. Of course maybe it could work for bigger sprites with bigger color depth, but not with 8-bit sprites for 320x240 resolution.You can just turn the blur off.

I don't see how people can seriously use MSPaint for spriting. Three undos, hardly any zooming functions, no layers, and no pallettes. I mean, I'm not denying that it's possible to make good sprites in Paint, it's just akin to painting a fence with a ballpoint pen. There are plenty of programs that are both better and free.

Odin
Dec 28, 2005, 06:45 PM
Wrong. Click slightly below 8x to use the hidden 10x zoom.

I knew that, I just don't count it because I don't feel like putting effort into clicking a 2-pixel-wide space.

n00b
Dec 28, 2005, 06:47 PM
Spriting doesn't need layers.
I tried spriting with layers, and everything became over complicated.
You don't have undos in real life drawing, you just erase. You dont ussualy work with anything terribly big when spriting so you can just erase like everyone else.
The pallete is the only thing you're right about.
EDIT- @odin-And the space is two pixels high. It's as wide as the zoom select box.

Odin
Dec 28, 2005, 06:56 PM
As for zooms, zooming up to 8x is all you really need unless your resolution is around 2048x1536.

TaZaR
Dec 28, 2005, 08:05 PM
Uhhh... if you zoom in, just like in Paint but better, you can tell where the pixels go, and PSP doesn't blur things.
Yes, if you don't use antialiasing. But with that, you can just do the same thing as in MSPaint, and if MSPaint is able to do the same, I have no reason to launch a program which one uses much more system resources than it. Of course, if I'm coloring a drawing or foto-editing, or retouch a scanned image, etc. I'll use PSP or PS. The only problem with paint, it's hard to edit palettes, and it's unable to do some palette things. So I make them in PS, but the pixeling for me is comfortable with MSPaint. For creating new colors, I'm using iDraw, and for palette swapping / color replacing I'm using PS.

n00b
Dec 28, 2005, 09:10 PM
You can also replace colors in MS paint but it's not so effective

Violet CLM
Dec 29, 2005, 01:57 PM
TaZaR: Let me see if I understand. One of your arguments is as follows:
MSPaint is better than PSP because it doesn't blur things. I know PSP doesn't have to blur things, but then it's just as functional as MSPaint.

Yeah, I don't have much of a use for layers, but I know I'd have a lot of trouble doing anything at all if I was limited to three undos. I imagine it would be a complicated process of saving and reloading the image every time I thought about adding anything. And not having a palette or a simple "replace color" function would be pretty painful.

Odin
Dec 29, 2005, 02:17 PM
There's a replace color function in MSPaint. Select the color you want to replace, right-click select on the color you want to replace with, sselect eraser, and right-click drag over the part you want to replace.

Violet CLM
Dec 29, 2005, 02:23 PM
I said "simple".

Odin
Dec 29, 2005, 02:41 PM
It's easier done than said.

And while I agree that MSPaint isn't that great of a tool, I don't feel like learning GraphicsGale.

Birdie
Dec 29, 2005, 02:47 PM
Wrong. Click slightly below 8x to use the hidden 10x zoom.
HAHAHAHAHAAHAHA
woah! i didn't know that

EDIT:
i just memory edited the zoom ;) ms paint has some pretty high zoom like this :lol:

TaZaR
Dec 29, 2005, 03:27 PM
TaZaR: Let me see if I understand. One of your arguments is as follows:
MSPaint is better than PSP because it doesn't blur things. I know PSP doesn't have to blur things, but then it's just as functional as MSPaint.

Hmm? Wait, maybe I'm explained myself incorrectly. So my statement is that, PSP is better the almost everything than PSP, but if you spriting you won't need those things (for example it's not good if you use that brush for pixeling, it's not even pixeling), just the ones Paint can do (with few exeptions), and it's even faster, because it's not using so much system resources, and even loads faster. This is why I prefer MSPaint for sprite editing. (not for every drawing method)
Yeah, I don't have much of a use for layers, but I know I'd have a lot of trouble doing anything at all if I was limited to three undos.
I'm always copy paste the sprite before I start to make some huge chances. By the way, why more than 1-2 undo is needed? You placing every pixel where you want, so you can't make big mistakes, not like with freehand drawn. And even if you make one, you can reload, which is not much time in mspaint.

I imagine it would be a complicated process of saving and reloading the image every time I thought about adding anything. And not having a palette or a simple "replace color" function would be pretty painful.
I'm using idraw for it. And even opening mspaint & idraw is much faster for me, than PSP. I'm drawing the palette to the picture, so I can use it in paint something like in psp.
By the way, I'm still not saying MSPaint is better than PSP. My point is MSPaint has enough stuffs to make good sprites (with a little help of some other programs), and it's faster than PSP.


There's a replace color function in MSPaint. Select the color you want to replace, right-click select on the color you want to replace with, sselect eraser, and right-click drag over the part you want to replace.
I ment replacing the colors in a palette, not in the drawing.

n00b
Dec 29, 2005, 04:18 PM
Double-click any color you have in Paint's color-selector to change it.
Man thats the oldest trick in th' book.

Birdie
Dec 29, 2005, 05:03 PM
Hmm? Wait, maybe I'm explained myself incorrectly. So my statement is that, PSP is better the almost everything than PSP, but if you spriting you won't need those things (for example it's not good if you use that brush for pixeling, it's not even pixeling), just the ones Paint can do (with few exeptions), and it's even faster, because it's not using so much system resources, and even loads faster. This is why I prefer MSPaint for sprite editing. (not for every drawing method)
... did you set the brush size to 1 pixel? :p

TaZaR
Dec 29, 2005, 05:30 PM
Double-click any color you have in Paint's color-selector to change it.
It won't change the colors on the picture. :(
... did you set the brush size to 1 pixel?
Yes, and it's the same when you drawing with paint. :p

n00b
Dec 29, 2005, 05:44 PM
Use Odin's technique.
Heh, I remember when I found out about Paint's tricks a year ago. I was recoloring stuff in 10x veiw for a week straight.

Birdie
Dec 29, 2005, 05:54 PM
Yes, and it's the same when you drawing with paint. :p
EXACTLY, so you can't complain it's worse :p
i did my avatar in psp too =D

TaZaR
Dec 29, 2005, 06:06 PM
I didn't.
So my statement is that, PSP is better the almost everything than PSP
I wanted to wrote PSP is better in almost everything than MSPaint. (Just MSPaint is faster)

Birdie
Dec 29, 2005, 06:08 PM
=o what if you have leet ruxor super computer? and psp is as fast as paint (haha your right paint is a load faster, also i don't have a leet ruxor super computer)

TaZaR
Dec 30, 2005, 03:38 AM
=o what if you have leet ruxor super computer?
Certainly, I'll use psp or some other skilled programs like psp. ;-)

Doubble Dutch
Jan 3, 2006, 05:54 AM
Well, getting back to the subject of ripping sprites; I have added episodes A-C and HH95, as well as some other junk to my sprite rip. You can get it here: http://www.freewebs.com/gannalev/sprites.zip

n00b
Jan 3, 2006, 05:58 AM
Well, getting back to the subject of ripping sprites; I have added episodes A-C and HH95, as well as some other junk to my sprite rip. You can get it here: http://www.freewebs.com/gannalev/sprites.zip
SAVIOR! SAVIOR!
I can finnaly stop trying to rip Zoonik's sprites!

Violet CLM
Jan 3, 2006, 10:44 AM
Ah, Doubble Dutch. While I prefer to have sole access to this sort of thing because I'm a selfish little hoarding (individual with unmarried parents - it's a WORD), your work is still stellar and useful and I appreciate you for that. Three cheers.

DoubleGJ
Jan 4, 2006, 02:40 AM
<a href="http://img454.imageshack.us/img454/6425/jj2tstrflm2hj.gif">JJ2 toaster flame (normal)</a>
<a href="http://img454.imageshack.us/img454/2747/jj2fontbig4nb.gif">JJ2 big font</a>
<a href="http://img454.imageshack.us/img454/1630/jj2fontmed7vu.gif">JJ2 medium font</a>

The small font has been already ripped by Luigi Elettrico (a.k.a. Dr. Eggman) and is available <a href="http://www.jazz2online.com/J2Ov2/downloads/info.php?levelID=3820">here</a>.

TaZaR
Jan 9, 2006, 04:45 PM
Thanks for ripping the remained jj1 sprites, they're great! :)
It should be (-) hard work, to rip them with dosbox.

DoubleGJ
Jan 10, 2006, 01:56 AM
How did you download it? It won't work for me no matter which way I try...

TaZaR
Jan 10, 2006, 07:54 AM
Copy / paste the link into you're browser's address bar. If it won't work the link must be broken...

Doubble Dutch
Jan 13, 2006, 04:48 AM
Behold the evil rabbit queen!

http://img.photobucket.com/albums/v499/Nevad/kongin.png

n00b
Jan 13, 2006, 10:50 AM
I've got Bilsy almost fully ripped. Apparently his Fireballs won't show up in sprite viewer so I'll have to rip that the old fashioned way.

Violet CLM
Jan 13, 2006, 11:18 AM
Yeah, the fish object doesn't supply an angle to display the sprite at, so it won't show the rotatable sprites very well.

n00b
Jan 13, 2006, 12:21 PM
http://www.maj.com/gallery/Lijik/Sprites/bilsy.png
And for comparison purposes:
Older sheet that was ripped about a year ago of Bilsy. (http://img.photobucket.com/albums/v520/lijik/incompletebilsy.png)

EDIT- The spawn time of the fire attack seems a little off =P. (http://www.maj.com/gallery/Lijik/Runescapephotos/jazz0001.png)

EDIT2- Am I the only one who thinks The Queen's eyes in her idle pose look like Taz's(from Looney Tunes of course).

n00b
Jan 13, 2006, 04:58 PM
Sorry for the DP, but here's a link to rips of the Character Select screen(missing a few frames. I know I missed a frame for Spaz, which means I missed a frame for Jazz. Lori on the other hand seems to have less frames. I may be dead wrong however.)
Sheet (http://www.maj.com/gallery/Lijik/JazzCinemaGrabs/charselectsheetcomplete.png)

n00b
Jan 14, 2006, 06:14 PM
Erm, sorry for the Triple Post, but I submitted my rips to a site called The Spriter's resource (sprites.fireball20xl.com)

You should too, submissions can be done at the Pixeltendo forums:
Which is found here (http://pt.uga-q.net)

Doubble Dutch
Jan 14, 2006, 06:21 PM
Meh, someone else can submit my sheet, and take crdit if they want.


Well, we seem to have a lot of boss rips; nobody focuses on the enemy-in-the-street.

Like the rats for example; dilligent hardworking loyal defender of Devans lab, even after he mutated them.

http://img.photobucket.com/albums/v499/Nevad/rat.png

n00b
Jan 14, 2006, 06:38 PM
I was planning on ripping the Psych enemies. Once,I had a complete hatter sheet done before my hardrive went on the fritz.

Doubble Dutch
Jan 18, 2006, 05:29 AM
a few miniutes spare; here's the spark:

http://img.photobucket.com/albums/v499/Nevad/spark.png

And here's pretty much all of the menu pictures including the character select with the missing animations. The images aren't vertically distorted like in the game though.

http://levellord.toxicsheep.com/menu.zip

Violet CLM
Jan 18, 2006, 10:41 AM
The images aren't vertically distorted like in the game though.
Have you tried viewing them in lower resolutions?

Doubble Dutch
Jan 18, 2006, 10:11 PM
Whatever for? Vertical distortion is easily corrected for.

Pageclaim

Baggers
Jan 22, 2006, 11:29 AM
Keep up the good work guys, any chance people have the full animations of the faces that sit in the corner of the screen ? It would be (-) useful.
Thanks guys

Baggers

n00b
Jan 22, 2006, 04:39 PM
Hm, I'll rip those tomorrow. Don't have much time tonight for ripping.

UNKNOWNFILE
Jan 22, 2006, 06:18 PM
I've got a treat for you guys. I'll post it tommorow.

Doubble Dutch
Jan 22, 2006, 11:06 PM
Oooh! The suspense!

any chance people have the full animations of the faces that sit in the corner of the screen ?

Well, here's the bird one:

http://img.photobucket.com/albums/v499/Nevad/birdhead.png

Baggers
Jan 23, 2006, 06:55 AM
Thanks double...If the bird ever maks it in that will be invaluable !looking forward to UNKNOWNFILE's suprise aswell.
And nOOb as ever you are a star, nice to still see you around !

UNKNOWNFILE
Jan 23, 2006, 08:20 AM
To spoil the surprise: I managed to create a program that works in the exact same way as the Sprite Ripper by ViperMM, but it's made to work with screen capturing software like HyperCam or Camtasia Recorder. I made it work by doing the following things:


I did a Tspy on the existing program
I added a "set to one" option to get the below-mentioned option to work
I added an "increment" option to my program which simulates the actual animation
I removed the text that says "Pause" when the window is inactive from the English.j2s file


This will increase the automation it takes to create sprite sheets. I'll post a copy and an example video (with sprites! =O) at around 5 PM EDT this afternoon.

Odin
Jan 23, 2006, 09:19 AM
This will increase the automation it takes to create sprite sheets. I'll post a copy and an example video (with sprites! =O) at around 5 PM EDT this afternoon.

Wait, did you mean 5 PM EST, or that you're releasing it at 6 PM EST?

n00b
Jan 23, 2006, 10:45 AM
You forgot the fact that the game darkens a bit when paused.

UNKNOWNFILE
Jan 23, 2006, 10:50 AM
OK, here's the sample video. You will need the DivX codec installed to view it.

bleh (http://rapidshare.de/files/11671877/spriterip.avi.html)

As for the program (which I have kindly named The Anally Complete Sprite Ripper), that will be released later due to bugs in the program.

Doubble Dutch
Jan 23, 2006, 02:26 PM
Hmmm, it *does* darken when paused. That could be a real problem.

Oh well, I see someone else is ripping the character's heads. [Sounds gruesome]

So here's the hatter:

http://img.photobucket.com/albums/v499/Nevad/hatter.png

Pako
Jan 24, 2006, 05:54 AM
can someone rip Fish sprites?

Doubble Dutch
Jan 25, 2006, 03:18 AM
No, on account of that I can't swim.

Here's the caterpillar though. [Immortal too, pity Devan didn't enlist some of them to actualy *fight* Jazz.]

http://img.photobucket.com/albums/v499/Nevad/caterpillar.png

[The smoke rings change color depending on the background behind them. This is their defaut color for this plain background]

Doubble Dutch
Jan 30, 2006, 02:16 AM
Whee! Doubble post to match my dutchness!

N00b, where are the four remaining heads? I wanna see Jazz's disembodied head!

In the meantime here's:

The bat (http://img.photobucket.com/albums/v499/Nevad/bat.png)

The bee (http://img.photobucket.com/albums/v499/Nevad/bee.png)

The crab (http://img.photobucket.com/albums/v499/Nevad/crab.png)

The demon (http://img.photobucket.com/albums/v499/Nevad/demon.png)

The dog (http://img.photobucket.com/albums/v499/Nevad/dog.png)

The dragon [Its fire is the toaster animations] (http://img.photobucket.com/albums/v499/Nevad/dragon.png)

And some tiny bees! (http://img.photobucket.com/albums/v499/Nevad/swarm.png)

DoubleGJ
Jan 30, 2006, 07:05 AM
Wow, I'd never guess the Bee has only 2 frames.

n00b
Jan 30, 2006, 10:53 AM
@DD, I'm trying to find a time where I can rip all the sprites at once.
And you ripped all of the stuff I was going to rip when I got bored while looking at Jazz's head 20 minutes D=.
EDIT- Ha, DD missed the Bee's turning sprites =D

Violet CLM
Jan 30, 2006, 10:54 AM
You should have gotten the Crab out of Uterus instead... doesn't it drop down in a ball form?

Doubble Dutch
Jan 30, 2006, 08:49 PM
Yeah, but I was going to include that with the Uterus boss rip.

EDIT- Ha, DD missed the Bee's turning sprites =D

D'OH! Sorry, uploaded a beta of the bee and didn't notice! *sigh* I'll have dinner, see if I can fight my brother for the computer and upload the fixed images of the crab and bee.

Baggers
Jan 31, 2006, 02:40 AM
Wow great stuff guys, thatll make the plaeholders i use for enemies a bit more interesting.
Ta

cooba
Jan 31, 2006, 04:42 AM
EDIT- Ha, DD missed the Bee's turning sprites =DAll of JJ2's turning sprites are done by just flipping the original one, I think.

Kuraj
Jan 31, 2006, 09:53 AM
<snip>

n00b
Jan 31, 2006, 10:30 AM
All of JJ2's turning sprites are done by just flipping the original one, I think.
Wrong. The Bee, and Devil Devan have their own turning sprites.

Doubble Dutch
Feb 1, 2006, 02:50 AM
Yeah, a few of the enemies in JJ1 also have different sprites for walking left and right.

I noticed that Character Select animations are adjusted for 640x400 resolution, so they're vertically disorted when displaying in 640x480. I know im a lil too late, dont blame me please.

I already ripped most of the menu sprites including character select as vertically undistorted.

Drat! Forgot to rip the crab and bee! Oh well, here's some other junk I ripped before n00b [Tell you what, you can rip the bee's turning sprites, I'll leave em for ya]

Feuer frei!
http://img.photobucket.com/albums/v499/Nevad/toaster.png
http://img.photobucket.com/albums/v499/Nevad/TNT.png
http://img.photobucket.com/albums/v499/Nevad/sphere.png
http://img.photobucket.com/albums/v499/Nevad/seeker.png
http://img.photobucket.com/albums/v499/Nevad/frezer.png
http://img.photobucket.com/albums/v499/Nevad/electric.png
http://img.photobucket.com/albums/v499/Nevad/bouncer.png
http://img.photobucket.com/albums/v499/Nevad/3way.png
http://img.photobucket.com/albums/v499/Nevad/blasterpower.png

Oooh, its a bug! [Yes, I KNOW I missed some frames, so sue me]
http://img.photobucket.com/albums/v499/Nevad/dragonfly.png

Mmmm, tasty
http://img.photobucket.com/albums/v499/Nevad/food.png

And a snack for our red friend;
http://img.photobucket.com/albums/v499/Nevad/spazbird.png

http://img.photobucket.com/albums/v499/Nevad/crate.png
http://img.photobucket.com/albums/v499/Nevad/barrel.png

Birdie
Feb 1, 2006, 05:47 PM
:O nice sprite rips, but you forgot the TNT crate :p

Doubble Dutch
Feb 1, 2006, 08:41 PM
Of course I did! Geez, I was concentrating on the ammo, not the crate! [And besides, someone's already ripped the crate]

Besides, I fixed it didn't I?


EDIT: Now the crabs fixed; and since n00b is still busy; here's Jazz's head:

http://img.photobucket.com/albums/v499/Nevad/jazzhead.png


EDIT 2: I've collected all the ripped sprites posted here [and a few that aren't] and uploaded them as one neat lil package. (http://www.freewebs.com/trixicentral/jj2spr.zip)

Doubble Dutch
Feb 3, 2006, 05:16 AM
Whee! Doubble post!

Whats taking so long n00b?

http://img.photobucket.com/albums/v499/Nevad/blaster.png

http://img.photobucket.com/albums/v499/Nevad/shieldclock.png

http://img.photobucket.com/albums/v499/Nevad/spazhead.png

n00b
Feb 3, 2006, 10:41 AM
The past two weeks included many problems such as writing an essay, completing an art project, and then theres the fact I found Jazz Y more interesting than staring at the Frog's head.
And you keep ripping things, giving me less incentive to do so. Why should I rip something when I know that by the time I have enough free time, DD will have ripped that and twice as much stuff?
EDIT- I never want to see the frog's head again. EVER. 38 frames of boring sprites. (http://www.maj.com/gallery/Lijik/Sprites/Jazz2rips/froghead.png)

Man if the head sprites were a tad bit more animated than "Eyes turn around, blink" I'd have gotten them done alot faster.

Ice M A N
Feb 3, 2006, 03:17 PM
This past week I've been looking at the J2A, J2T, J2B, etc... files..

I came up with a sprite (and sound effects and tileset) extractor..

example: 698 Jazz sprites: http://www.princeton.edu/~mspear/jj2/jj2-jazz/ (in an archive: http://www.princeton.edu/~mspear/jj2/jj2-jazz.zip )

a few things.. lots of overhead for filesize since each frame is in it's own BMP (the palette is just Diam2's palette...) I'll see about putting everything in a grid later..

once I work out how to nicely group things in a grid, I'll run it on all the anims.. once I get that done we'll have a lot of sprites really quickly :p

Any comments/complaints (like what color the background/transparency should be, if anyone is interested in sound effects, if you see a sprite is messed up a bit, etc)..?

Birdie
Feb 3, 2006, 04:46 PM
:O does it extract the palette from the tilesets aswell?

Ice M A N
Feb 3, 2006, 04:53 PM
:O does it extract the palette from the tilesets aswell?
My J2T extracter? yeah, graphics, palette, mask, and some more data that isn't particularly useful (like masks for the files when flipped, ...) Although it isn't really useful to the community at large IMO..

n00b
Feb 3, 2006, 05:11 PM
I'd imagine it's as important as sprite rips.
How can you make a fangame without tilesets?

Ice M A N
Feb 3, 2006, 05:48 PM
I'd imagine it's as important as sprite rips.
How can you make a fangame without tilesets?
This is true...

anyway.. I'll work on my sprite ripper tomorrow to get sprite sheets instead of individual bitmaps and then see about polishing up the tileset ripper..

poorly-named, individual frames of those character heads:
http://www.princeton.edu/~mspear/jj2/jj-heads/
http://www.princeton.edu/~mspear/jj2/jj-heads.zip

Radium
Feb 3, 2006, 07:07 PM
Didn't someone claim once there were cool things in the J2A that we'd never be able to find?

Monolith
Feb 3, 2006, 07:51 PM
Ice M A N: Before you start churning out more bitmaps, you might want to fix your compliance with the bitmap file format. Windows Explorer and MS Paint seem to not like them very much.

bfSize in the BITMAPFILEHEADER looks way off.
You may want to set biSizeImage.
You should probably set dwColorUsed and dwColorImportant to both 256.
You may want to set both biXPelsPerMeter and biYPelsPerMeter to something other than 0.
And if all that doesn't work, maybe you should flip them over and use bottom-up bitmaps.

UNKNOWNFILE
Feb 3, 2006, 08:06 PM
This past week I've been looking at the J2A, J2T, J2B, etc... files..

I came up with a sprite (and sound effects and tileset) extractor..

example: 698 Jazz sprites: http://www.princeton.edu/~mspear/jj2/jj2-jazz/ (in an archive: http://www.princeton.edu/~mspear/jj2/jj2-jazz.zip )

a few things.. lots of overhead for filesize since each frame is in it's own BMP (the palette is just Diam2's palette...) I'll see about putting everything in a grid later..

once I work out how to nicely group things in a grid, I'll run it on all the anims.. once I get that done we'll have a lot of sprites really quickly :p

Any comments/complaints (like what color the background/transparency should be, if anyone is interested in sound effects, if you see a sprite is messed up a bit, etc)..?

hooray for zlib parsers =D

Ice M A N
Feb 3, 2006, 08:45 PM
Ice M A N: Before you start churning out more bitmaps, you might want to fix your compliance with the bitmap file format. Windows Explorer and MS Paint seem to not like them very much.

bfSize in the BITMAPFILEHEADER looks way off.
You may want to set biSizeImage.
You should probably set dwColorUsed and dwColorImportant to both 256.
You may want to set both biXPelsPerMeter and biYPelsPerMeter to something other than 0.
And if all that doesn't work, maybe you should flip them over and use bottom-up bitmaps.

OK. Thanks for that. I'll fix all the zero things (http://www.fortunecity.com/skyscraper/windows/364/bmpffrmt.html was my reference for thinking they should be OK), and bfsize is off because I had to pad the image to be a multiple of 4 bytes wide.. I was reusing old code which I used for tilesets (where I didn't have to worry about that).. and I didn't update bfsize accordingly. I didn't notice since OSX's finder, Photoshop, and Camino (mozilla-derived OSX browser) all rendered them right... <b>EDIT</b>: well, in addition to the pad by 4 thing, bfSize was way off because I had bfOffBits in the calculation, but it was endian swapped, which made the outrageous result.. Anyway, they may be fixed now (I redid all that I had up previously.. took about a minute includeing zipping and uploading..)

and UF, zlib is just the compression thrown over a custom format... there's more to figureing out the file format than just being able to use the zlib library...

Bobby aka Dizzy
Feb 3, 2006, 09:35 PM
That's pretty sweet Ice M A N.

aokmaniac13
Feb 4, 2006, 04:27 AM
Does it get sprites in 8-bit color?

Ice M A N
Feb 4, 2006, 10:42 AM
uh.. yeah. Of course. after zlib+my descrambling it's a raw image that references palette indicies, but no palette. That's why I just threw the Diam2 palette on there. (Bear in mind some of the tileset-specific sprites (like pinball bumpers) come out looking weirdish in that palette, and the menu sprites look especially bad ;p)

on that note, can someone take an 8bit screenshot of the menu so I can get it's palette (Is it even possible? I tried on the mac version and I don't think I could..)? It very well may be somewhere else in the anims file or whatever, but I have no problems with taking the easy way out for now..

UNKNOWNFILE
Feb 4, 2006, 10:59 AM
Could you post some specifications on how JJ2 stores its stuff in zlib? This intrigues me.

Violet CLM
Feb 4, 2006, 03:35 PM
<a href="http://www.tachyonlabs.com/sam/menu.pal">menu.pal</a>. Don't remember where I got it from or if it was from a screenshot or what.

Birdie
Feb 4, 2006, 03:42 PM
:o ...

EDIT:

the smiley isn't working =\

Ice M A N
Feb 4, 2006, 04:38 PM
OK.. so I didn't get around to doing the grid thing today..

I worked on a PHP J2T->PNG converter.. perhaps J2O can let you preview tileset downloads? Bobby and I will be discussing, I'm sure.

Baggers
Feb 4, 2006, 05:37 PM
Um..wow !...these collections are great guys. Nullified alot of my by-hand-ripping but never mind !

Doubble Dutch
Feb 4, 2006, 05:52 PM
The era of ripping is over, the era of extraction has begun.

I can now retire from sprite ripping and work on my toenail art.

n00b
Feb 4, 2006, 05:56 PM
I shall retire form procrastinating on ripping, and go work on Jazz Y some more instead.

Birdie
Feb 4, 2006, 06:09 PM
:O your really gonna fisnish jazz Y :p

n00b
Feb 4, 2006, 06:17 PM
I've already mentioned 2-3 times I am INDEED WORKING ON JAZZ Y.

People stop treating Jazz Y news(whereever I slip it in) as Christmas Day. "Wow he's actually working on it? Goodgollygosh!"

Ice M A N
Feb 4, 2006, 06:25 PM
Anyone want to suggest the best system for putting sprites on a sprite sheet?

Ways I can think of:

1) find the max width and height of any frame of a set of anims (e.g. the "jazz" set, the "bilsy" set, the "weapons" set..) and make a grid of cells that size.

or

2) place a sprite in the top left, gap of like a pixel, next sprite, repeat, until the width is filled, then start on next line down far enough that it won't touch the above sprites (i.e. a crude closest packed system..)


Other questions:
How much padding between sprites?
Should the sprites be centered in the imaginary cells, or aligned to top-left or whatever corner?
Should there be bounding boxes drawn around them?
What color background?
How wide should the sprite sheet be? A constant, or around the width to make the entire sheet close to a square?
Should I also export a txt file giving the coordinates of each sprite? What format would be useful to fangame programmers?

Last night I ripped close to all of the sprites I had (only the anims in the shareware version, I don't have access to the full version at school (I'll get my brother to send it to me from home though)).. (like 3500+) and it took around 20 seconds.. certainly makes the by hand ripping look slow.. ;p

n00b
Feb 4, 2006, 06:27 PM
I think 1 would be a pretty good system.

Sonyk
Feb 4, 2006, 06:58 PM
1 would probably be best for when people use it and make animations and whatnot.

Ice M A N
Feb 4, 2006, 07:03 PM
I could probably also string all the frames of a set together into an animated gif.. the format doesn't look too hard, especially since we did the LZW algorithm in school a while back, so...

But then again each set has a number of sequences.. maybe if I get around to finishing the rest of the J2A file I'll find where the beginnings/ends of these sequences are...

Oh well.. I'm getting ahead of myself again.

Monolith
Feb 4, 2006, 08:28 PM
Anyone want to suggest the best system for putting sprites on a sprite sheet?

Ways I can think of:

1) find the max width and height of any frame of a set of anims (e.g. the "jazz" set, the "bilsy" set, the "weapons" set..) and make a grid of cells that size.

or

2) place a sprite in the top left, gap of like a pixel, next sprite, repeat, until the width is filled, then start on next line down far enough that it won't touch the above sprites (i.e. a crude closest packed system..)


Other questions:
How much padding between sprites?
Should the sprites be centered in the imaginary cells, or aligned to top-left or whatever corner?
Should there be bounding boxes drawn around them?
What color background?
How wide should the sprite sheet be? A constant, or around the width to make the entire sheet close to a square?
Should I also export a txt file giving the coordinates of each sprite? What format would be useful to fangame programmers?

Last night I ripped close to all of the sprites I had (only the anims in the shareware version, I don't have access to the full version at school (I'll get my brother to send it to me from home though)).. (like 3500+) and it took around 20 seconds.. certainly makes the by hand ripping look slow.. ;p
Sprite sheets are more useful to work with manually when frames of a particular animation are grouped together and seperated from other animations -- like one animation sequence on a row. Optimizing your extraction for fangames to use would be different because you want to try to pack them in as tightly as possible, and also have a way to lookup the animation set, locations, sizes, and offsets for all of the frames. It might be best to let fangames deal with how to arrange that themselves. Maybe just make a text file with any of that data that exists in the j2a file. Background should be color index 0, I think. I don't know about padding between frames.

Windows Explorer now generates thumbnails for the bitmaps, which is nice. Paint still can't open them, but I suspect that's because it just doesn't support top-down bitmaps. They seem fine in most everything else.

Ice M A N
Feb 4, 2006, 10:49 PM
Sprite sheets are more useful to work with manually when frames of a particular animation are grouped together and seperated from other animations -- like one animation sequence on a row. Optimizing your extraction for fangames to use would be different because you want to try to pack them in as tightly as possible, and also have a way to lookup the animation set, locations, sizes, and offsets for all of the frames. It might be best to let fangames deal with how to arrange that themselves. Maybe just make a text file with any of that data that exists in the j2a file. Background should be color index 0, I think. I don't know about padding between frames.

Windows Explorer now generates thumbnails for the bitmaps, which is nice. Paint still can't open them, but I suspect that's because it just doesn't support top-down bitmaps. They seem fine in most everything else.

OK. I'll take all of this stuff into account.

And note that I've located how to tell how to separate the sets of anims into sequences (e.g. instead of just the "dog" set, there is dog-attack and dog-walk... ), so that's a step in the right direction..

EDIT: and... I found a little bug in the code.. was incrementing a variable twice, so now I have roughly double the number of frames I had before (on the order of 6500..) (note that the jazz frames and heads I uploaded earlier are unaffected by this.. they're all there)

EDIT2: and thanks for the palette unknown. worked great.

Doubble Dutch
Feb 6, 2006, 01:09 AM
6500 frames?

Dear lord, if anyone ever customizes them all I'll eat my hat!

Stijn
Feb 6, 2006, 02:34 AM
I worked on a PHP J2T->PNG converter...
That would be SO useful for a certain project I'm working on at the moment. Will it be open-source?

Ice M A N
Feb 6, 2006, 08:29 AM
6500 frames?

Dear lord, if anyone ever customizes them all I'll eat my hat!

TSF brings the total to 7090.. I'll try to release sprite sheets by the end of the week, but I make no guarantees...

That would be SO useful for a certain project I'm working on at the moment. Will it be open-source?

I dunno.. I'll probably follow Dr. Eggman's lead with his J2B file work by documenting the file format and providing only really basic code so that only people who know what they're doing will be able to make use of it. PM me if you think I may be able to help you with your project though..

Birdie
Feb 6, 2006, 02:24 PM
:O wow lots of frames

Doubble Dutch
Feb 6, 2006, 07:34 PM
By the end of the week? O.o

Ice M A N
Feb 6, 2006, 07:54 PM
By the end of the week? O.o

yeah.. I already had all of the sprites extracted in 1 frame per BMP (like the Jazz and "Heads" bitmaps I linked to earlier).. it was fun scrolling through the thumbnails of them.. fake animation ;p I just need to write some code to lay them out nicely. It's not difficult.. I can probably reuse code I made to rearrange tiles in tilesets/level previews for this purpose.. it's just I don't have a ton of free time to sit down and get it done for the next couple days..

<strike>Anyway, for like 24 hours I'll leave this up: zip file of <a href="">all JJ2 TSF frames</a> (9.4 MB), and an extracted <a href="">directory of them</a> (LARGE listing..).. Please don't link to these from anywhere.. and if you actually look at them, tell me if anything is messed up in the slightest. The only think I noticed is the Suckers (?) have green spots.. possibly because of the Diam2 palette, possibly because of a bug on my part.. also things like the pinball bumpers which are tileset dependant look funky.. but whatever..

note that they haven't been broken up into "sequences" (walk, attack, ..) yet, just "sets" (bilsy, jazz, weapons, ..) and are still top-down bitmaps.. the "real" release won't have these problems.</strike>

Stijn
Feb 7, 2006, 03:13 AM
...Whoa. There are a lot of things I never expected JJ2 to have... for example the doors (set 122), a cheering Eva (177) or an EXPANDING CIRCLE (182).

And before Cooba comes in, yes, I realise others may have known about them.

EDIT: Also check out 202, 306 (which seems to contain lots of sprites I've never seen) and 406 frame 27 (Koopa shield!).

Ðx
Feb 7, 2006, 04:00 AM
i saw then. =D

cooba
Feb 7, 2006, 04:03 AM
And before Cooba comes in, yes, I realise others may have known about them.hilarious

White Rabbit
Feb 7, 2006, 05:57 AM
There is no set 177. >o

Jerrythabest
Feb 7, 2006, 06:15 AM
<blink>418</blink>
These rule the world!! WHEE!!!!!!!!!!!! YAYAYAYAYYAAAYAYYAYY!!!!!!


TWEEDLE WILL NEVER EVER DIE!!!!!!!!

Pako
Feb 7, 2006, 08:12 AM
What about the boxing globe? That one could be the non-working weapon 0 what you get with the All Ammo cheat in Jazz Advantage!

Grytolle
Feb 7, 2006, 09:20 AM
Cheeeter Booo >o

EdiT: (-) u FilTeR AlL CapS

Violet CLM
Feb 7, 2006, 09:41 AM
A fair amount of that stuff was already viewable with just sprite ripper. Anyway, the expanding circle is most probably some sort of blast/hurt radius, probably from RF's, though I haven't compared the sizes.

Jerrythabest
Feb 7, 2006, 12:05 PM
u mean its something like masks for the eplosion?

n00b
Feb 7, 2006, 12:12 PM
I think it's fairly funny that when lori morph's back from the frog, the sprites used are just a poor recolor of Jazz's.

Pako
Feb 7, 2006, 12:24 PM
Cheeeter Booo >o I got Jazz Advantage to see that weird hidden uncomplete weapon, what, as I said, can be that boxing globe.
EDIT: It can be the weapon used to defeat Tweedle without gun!

n00b
Feb 7, 2006, 12:32 PM
You know, I have a sneaking suspicion the Boxing Glove is what the unworking spring event is

Grytolle
Feb 7, 2006, 01:02 PM
I got Jazz Advantage to see that weird hidden uncomplete weapon, what, as I said, can be that boxing globe.
EDIT: It can be the weapon used to defeat Tweedle without gun!However, JA doesn't show it.

Doubble Dutch
Feb 7, 2006, 04:00 PM
Lets haer it for hidden stuuf! [Some of which can go into the ripped from other games thread]

Pako
Feb 8, 2006, 02:17 AM
However, JA doesn't show it.
BECAUSE they removed that weapon, but not the weapon place, thats why it is there but doesn't show.

Jerrythabest
Feb 8, 2006, 04:47 AM
I wonder why there are these 1x1 pictures in the font.

Grytolle
Feb 8, 2006, 05:25 AM
BECAUSE they removed that weapon, but not the weapon place, thats why it is there but doesn't show.Why would the author of JA make it that way?

Doubble Dutch
Feb 8, 2006, 04:14 PM
I wonder why there are these 1x1 pictures in the font.

They are the ghosts of characters never drawn.

Birdie
Feb 8, 2006, 04:51 PM
:O ghosts

Ice M A N
Feb 8, 2006, 07:38 PM
little update.. I threw some rearrangeing code together in the last half hour.. the results aren't too great with the current system (although using a new one won't be bad.. I can reuse most of the code)

A few randomly selected sheets: http://www.princeton.edu/~mspear/jj2/

I don't think I'll be able to keep 1 sequence per row and same space taken up per sprite, as some sprite sheets get HUGE (jazz=50MB!, all=~250MB total).. I'll probably just switch to closest packing or something, but I'll try a few other things including a batch PNG or GIF conversion...

Monolith
Feb 8, 2006, 07:45 PM
You're spacing all the frames in the sprite sheet at the same width. I suggest using the same spacing only within the same animation sequence (row).

And I would also suggest converting the images to something compressed like indexed PNGs before putting them on the web.

..although that's kind of what you already said you would do.

Ice M A N
Feb 8, 2006, 07:57 PM
yeah.. I was just converting them to GIFs.. was just about to upload a few.. I'll try PNGs too..

using the same spacing within the same sequence will definitely make it more pleasing to look at, but there's still a ton of wasted space because of usually one exceptionally long sequence. but I guess the GIF/PNG thing makes that a moot point.

hmm.. I could probably fix all this stuff in under 10 minutes, but I have an early class tomorrow and need to get some reading done for it.. I guess programming time is over. Updates tomorrow! ;p

Doubble Dutch
Feb 9, 2006, 02:42 AM
Yeah; with something like this you'd want GIF or PNG format; bmp's are just too big, and PNG's really start to save space when you go from lots of small bitmaps to a few larger ones.

Jerrythabest
Feb 9, 2006, 03:12 AM
Looks like we have programs for J2B (well, thats still not good enaugh) and now for J2A too! Good job, go on and release soon ;) then we only gotta get the structures of J2D, E, H, L, M, S, T and V figured out and then it's the exe file's turn!

cooba
Feb 9, 2006, 03:45 AM
then we only gotta get the structures of J2D, E, H, L, M, S, T and V figured outJCS being insufficient for you?

Jerrythabest
Feb 9, 2006, 05:53 AM
we havent figured them out, yes, ok we can use them:) just not figured out how they work.

Ice M A N
Feb 9, 2006, 08:03 AM
Actually, I know J2T better than J2A, and I've gotten some useful stuff out of J2D..

1 sequence per row with constant horizontal spacing within a sequence + minimal vertical spacing: http://www.princeton.edu/~mspear/jj2/ all the old ones plus a few new ones, now in PNG..

a few more things I want to do before I release the bunch of them...

Odin
Feb 9, 2006, 11:01 AM
May I ask what J2D is?

Also, nice sprites. I like the jumping Eva <3

Stijn
Feb 9, 2006, 11:17 AM
The only J2D file around is "data.j2d", IIRC. If that's true j2d would probably stand for "Jazz 2 data".

Ice M A N
Feb 9, 2006, 12:55 PM
OK. I put them all up even though there is still work to be done. I still have to find a way to position them nicely so that, for example, the bottoms of springs all line up, etc.. I'm pretty sure I saw this kind of data in the J2A file somewhere, but I won't get a chance to go digging for it for some time, so this is what you're stuck with for a while (weeks?) (unless someone proposes an easy-to-make change..)..

enjoy?

EDIT:
may as well throw out a few thankyous at this point:

dr eggman: for his work on j2b format and code for getting raw data that was a starting point/inspiration
doubble dutch + n00b: for their hand ripped sprites which I used for comparison when extraction wasn't 100% accurate
mono: for technical advice
unknown: for menu palette and hand ripped sprites

Bobby aka Dizzy
Feb 9, 2006, 01:17 PM
That's so amazing. You rock Ice M A N.
And this one is rather interesting: http://www.princeton.edu/~mspear/jj2/TSF-SET122-iceman.png

Doubble Dutch
Feb 9, 2006, 03:09 PM
Brilliant; absolutely brilliant; it puts our hand ripping efforts to shame, oh the shame!

I'm going to hide in the corner now.

Monolith
Feb 9, 2006, 06:27 PM
This is amazing. Definitely great work!

cooba
Feb 10, 2006, 04:11 AM
Icey wins at the internet D;.

White Rabbit
Feb 10, 2006, 08:06 AM
Wow, I can't believe I just viewed every single animation frame of JJ2. :O

Jerrythabest
Feb 10, 2006, 10:27 AM
I still wonder what is the use of the door!

DoubleGJ
Feb 10, 2006, 10:38 AM
To go into them! :O

Jerrythabest
Feb 10, 2006, 10:43 AM
when were they supposed to appear, what was their use in the game etc.:P

ThunderPX
Feb 10, 2006, 10:55 AM
To go through =P

Also, the "jumping" Eva sprites look more like hurt sprites...

and I wonder what this would've done... (http://www.princeton.edu/~mspear/jj2/TSF-SET202-iceman.png)

cooba
Feb 10, 2006, 11:05 AM
..seems familiar to anyone? ;)

<img src="http://www.princeton.edu/~mspear/jj2/TSF-SET106-iceman.png">

Also, it's probably worth mentioning that the sprites in Anims.j2a are sorted by <a href=http://www.jazz2online.com/jcf/showthread.php?t=13205>this order</a>. Therefore, set 202 wouldn't possibly be the Springcord (should start with a G), and 026 would be Big Tree (as opposed to the Small Tree event).

ThunderPX
Feb 10, 2006, 11:43 AM
G for glove =D

n00b
Feb 10, 2006, 11:50 AM
If I change my JCS.ini to say "McBurger" instead of "Norm Turtle", does it automatically mean the turtle is called "McBurger"?

DoubleGJ
Feb 10, 2006, 11:56 AM
Yes. Because all these turtles are nameless.

n00b
Feb 10, 2006, 12:04 PM
I meant the event itself.

cooba
Feb 10, 2006, 12:09 PM
Uh, no. JCS.ini changes the event names, rather than the object names in Anims.j2a.

n00b
Feb 10, 2006, 12:13 PM
Exactly. Just because Springcord is called Springcord in the JCS doesn't automatically mean that the animation set it uses is called 'springcord'. just the same as if the turtle is called 'McBurger' in the jcs, it's set isn't automatically called 'McBurger'.

cooba
Feb 10, 2006, 12:55 PM
Exactly. Just because Springcord is called Springcord in the JCS doesn't automatically mean that the animation set it uses is called 'springcord'. just the same as if the turtle is called 'McBurger' in the jcs, it's set isn't automatically called 'McBurger'.Same goes for the CTF Base (object called Flag).

Jerrythabest
Feb 10, 2006, 12:55 PM
so this weird boxing thing is the springcord :o

n00b
Feb 10, 2006, 12:59 PM
You know, I have a sneaking suspicion the Boxing Glove is what the unworking spring event is
Thanks for reading my posts, Jerry.

Jerrythabest
Feb 10, 2006, 01:02 PM
I read it! I read it! lol, its just so not-sure! Dont worry, I read yours too:)

Ice M A N
Feb 10, 2006, 02:35 PM
This doesn't help the discussion much/any, but yeah, the sets are in alphabetical order.. there are a bunch of identifiers in the executable that correspond to the sets:
(but note that there are other identifiers intermixed refering to other stuff, removed from this list..)

AMMO
BAT
BEEBOY
BEES
BIGBOX
BIGROCK
BIGTREE
BILSBOSS
BIRD
BIRD3D
BOLLPLAT
BONUS
BOSS
BRIDGE
BUBBA
BUMBEE
BUTTERFLY
CARROTPOLE
CAT
CAT2
CATERPIL
CHUCK
COMMON
CONTINUE
DEMON
DESTSCEN
DEVAN
DEVILDEVAN
DIAMPOLE
DOG
DOOR
DRAGFLY
DRAGON
EVA
FACES
FATCHK
FENCER
FISH
FLAG
FLARE
FONT
FROG
FRUITPLANT
GEMRING
GLOVE
GRASSPLAT
HATTER
HELMUT
JAZZ
JAZZ3D
JUNGPOLE
LABRAT
LIZARD
LORI
LORI2
MENU
MENUFONT
MONKEY
MOTH
PICKUPS
PINBALL
PINKPLAT
PSYCHPOLE
QUEEN
RAPIER
RAVEN
ROBOT
ROCK
ROCKTURT
SKELETON
SMALTREE
SNOW
SONCSHIP
SONICPLAT
SPARK
SPAZ
SPAZ2
SPAZ3D
SPIKEBOLL
SPIKEBOLL3D
SPIKEPLAT
SPRING
STEAM
SUCKER
TUBETURT
TUFBOSS
TUFTURT
TURTLE
TWEEDLE
UTERUS
VINE
WARP10
WARP100
WARP20
WARP50
WITCH
XBILSY
XLIZARD
XTURTLE
ZDOG
ZSPARK

Jerrythabest
Feb 11, 2006, 02:51 AM
can you include set numbers in that list? Then I know which set to click on... easier. Yes, I know its just lazy-ness. Thanks in advance.

ThunderPX
Feb 11, 2006, 07:35 AM
Is it possible that there are unused sprites in 1.23 that aren't in TSF, ex. removed to save space?

Also, the door might've been a bonus level entrance, otherwise the door could've been in tilesets instead of in Anims.j2a to have it fit in with the tileset more.

cooba
Feb 11, 2006, 07:49 AM
Is it possible that there are unused sprites in 1.23 that aren't in TSF, ex. removed to save space?Indeed there are. After all, there are no sprites of Jazz and Spaz shooting diagonally in what Icey extracted.

TaZaR
Feb 11, 2006, 07:59 AM
Great sprites, and lot of new stuffs I've been never seen before. :) What for that 8-axis Devan falling should be for?
By the way, are there any chance, to extract sprites from the OEM version? Maybe there are some more unused stuffs, or interesting béta sprites.

Ice M A N
Feb 11, 2006, 10:37 AM
Indeed there are. After all, there are no sprites of Jazz and Spaz shooting diagonally in what Icey extracted.

Hmmm.. that's a good point. I'll put 1.23's stuff up tonight.

Great sprites, and lot of new stuffs I've been never seen before. :) What for that 8-axis Devan falling should be for?
By the way, are there any chance, to extract sprites from the OEM version? Maybe there are some more unused stuffs, or interesting béta sprites.

Also a good point, I'll look into that as well..

Baggers
Feb 11, 2006, 11:08 AM
are there any chance, to extract sprites from the OEM version? Thats a grand idea!...I look forward to that.
Great work as usual guys.

Ice M A N
Feb 11, 2006, 11:49 AM
hurray for exactly the same file format! ;p OEM stuff will also be up tonight/tomorrow.. just a FYI, I'm going to only put up the zip files now instead of both zip + uncompressed..

EDIT: and after a quick look, I didn't see anything particularly amazing... but I don't remember seeing a few things including jazz pulling himself up on a ledge..

TaZaR
Feb 11, 2006, 03:43 PM
Thanks much, IM! :)

aokmaniac13
Feb 11, 2006, 03:45 PM
EDIT: and after a quick look, I didn't see anything particularly amazing... but I don't remember seeing a few things including jazz pulling himself up on a ledge..

I smell a Commander Keen mod in the near future ^_^
(It's my idea don't steal it >_< )

Ice M A N
Feb 11, 2006, 03:51 PM
I smell a Commander Keen mod in the near future ^_^
(It's my idea don't steal it >_< )

Well.. it WAS the first thing I thought of when I saw the anim. :p but I never had any intention of making it..

It looks like one(?) animation set didn't extract right, so I'm going to look into that before I upload everything.. but first.. off to get some food. If I can't fix that set, I'll at least upload everything else sometime tonight..

Doubble Dutch
Feb 11, 2006, 04:23 PM
Yoink!

Its interesting to see the various things hidden away stolen from other games

[By the looks of it that door was perhaps part of some unused level exit animation]

UNKNOWNFILE
Feb 11, 2006, 04:56 PM
Woah. Tis cool.

PAGECLAIM IN THE NAME OF http://unknown.halleyscometsoftware.com/ NEEDING MORE SPACE ON THE SERVER

Ice M A N
Feb 11, 2006, 06:16 PM
OK.. you can now pick your poison at http://www.princeton.edu/~mspear/jj2/

There are still a couple slightly messed up things in there, but I'm definitely not going to get another chance to do any work on this within the next few days.. schoolwork is building up :P

MTK
Feb 15, 2006, 11:00 PM
Ice M A N's rips are awesome, but I find something else he said interesting:
I came up with a sprite (and sound effects and tileset) extractor..
I've ripped a bunch of sounds from the game myself, using utilities to record my sound card output etc. but naturally nothing I do like this can match sounds directly taken from the game data.

How would I go about ripping the sounds myself, or failing that could you upload a zip of all the sounds?

Jerrythabest
Feb 16, 2006, 04:39 AM
someone should make a program that can ripp everything out of anims.j2a, convert to and from .j2b, does something useful with .j2d, can make .j2e, show/edit .j2h, create .j2i for a server in the serverlist, edit .j2m (useful for cheaters), edit/create .j2s, convert to/from .j2t and convert to/from .j2v ALL IN ONE! Thanks for making.

EDIT: oh, yea, this is no joke! A program like that would be very useful!

Stijn
Feb 16, 2006, 05:12 AM
.j2a - Everything's already ripped
.j2b - Done by Dr Eggman
.j2e - there's already a program for that
.j2h - highscores, right? why would you want to?
.j2i - it's just a text file with an IP address in it
.j2t - Ice M A N confirmed he figured out the format already
.j2v - ddflc
.j2m - JJ2 can do that itself

That leaves .j2d, which Ice M A N was already making progress on, right? Then someone only needs to integrate it all into one program 8D

Jerrythabest
Feb 16, 2006, 05:46 AM
Eggman isnt done, and these are not one program. J2h and J2i.. its just useful if you would be able to easily edit those silly low scores and for J2i it is useful to make a file with one click.. but I just said it cuz I didnt want to skip any filetype. Now get to merge these to one program and im happy:) btw, if Eggman is done, then give me a link of his final version. The version I have now is sucky!:(

Ice M A N
Feb 16, 2006, 06:00 AM
.j2a - Everything's already ripped: No. The sound effects are in there, actually. Plus some other not-too-important stuff.. I'll get around to ripping the sounds sooner or later. I need to write a program to convert JJ2's sample format to something like wav or a module.. right now I just play the raw data in a sound player I wrote...

.j2d - There's very little useful stuff:
ogLogo.ColorLUT
Menu.ColorLUT
Shield.Plasma
SoundFXList.Ending
SoundFXList.Intro
SoundFXList.P2
SoundFXList.Logo
Menu.Texture.128x128
Menu.Texture.32x32
Menu.Texture.16x16
Tiles.Order
Tiles.Offset
Credits.Palette
Order.ShadeLUT
Order.Palette
Order.Newspaper
Order.Colors
ogLogo.Balls
Balls.Dump
Picture.OrderTexture128x128
Picture.Continue
Picture.CreditsEaster
Picture.Credits
Picture.Loading
Picture.Thanks
Picture.EasterTit
Picture.Title-XMas
Picture.Title
ogLogo.Palette
Std.Palette
Menu.Palette

These programs aren't going to be merged into one, and it's likely they won't be widely released anyway. (e.g. the j2e problem with JJ2 is why that isn't widely released)

Jerrythabest
Feb 16, 2006, 06:03 AM
yea, Jam's JJX should defenately have that fixed.

Pako
Feb 16, 2006, 06:56 AM
yea, Jam's JJX should defenately have that fixed.
Epic Games said what he can't, remember?

cooba
Feb 16, 2006, 06:59 AM
Epic Games said what he can't, remember?No, after Jam started his rebuiling process, he just got bored of it and searched for an excuse. FACE THE TRUTH :)

Jerrythabest
Feb 16, 2006, 07:21 AM
lol the only thing he has made was a castle background with the text 'DONATESPRITES' but I have a new battle plan and i am right now gonna say it to him.

UNKNOWNFILE
Feb 16, 2006, 07:35 AM
Hey Ice, I'm interested in this, could you tell me the format of the zlib files?

Birdie
Feb 16, 2006, 07:40 AM
:D i like the shield plasma :p

Ice M A N
Feb 16, 2006, 08:02 AM
Hey Ice, I'm interested in this, could you tell me the format of the zlib files?

Help someone known to crash JJ2 stuff with any of the internals of JJ2? Somehow I can't bring myself to do that... gg no re

But seriously.. it's easy stuff.. if you put like an hour into it you should have all the raw data.. or take like 5 minutes to modify some of dr eggman's code from his J2B article on j2o (what I originally did).. once you have the raw data it's just how good you are at finding patterns, etc..

If you can get at the raw data, I'll tell you what I know, etc..

cooba
Feb 16, 2006, 08:06 AM
Help someone known to crash JJ2 stuff with any of the internals of JJ2? Somehow I can't bring myself to do thatIcey WINS.

I think Eggman already got to extracting sounds from .j2a into single .wav's, by the way.

Ice M A N
Feb 16, 2006, 08:16 AM
I think Eggman already got to extracting sounds from .j2a into single .wav's, by the way.

Fair enough. It isn't difficult, just he actually has experience with sound formats and code he could reuse... Do you know if he plans on releasing them or the tools?

cooba
Feb 16, 2006, 08:18 AM
Fair enough. It isn't difficult, just he actually has experience with sound formats and code he could reuse... Do you know if he plans on releasing them or the tools?No idea myself. You can always try to contact him yourself too though :).

UNKNOWNFILE
Feb 16, 2006, 02:48 PM
Help someone known to crash JJ2 stuff with any of the internals of JJ2? Somehow I can't bring myself to do that... gg no re

Please proceed to eat (-).

But seriously.. it's easy stuff.. if you put like an hour into it you should have all the raw data.. or take like 5 minutes to modify some of dr eggman's code from his J2B article on j2o (what I originally did).. once you have the raw data it's just how good you are at finding patterns, etc..

Includes don't work in VC++.

If you can get at the raw data, I'll tell you what I know, etc..

No need to. I can just get it off Nebula. ;)

Ice M A N
Feb 16, 2006, 02:54 PM
Fair enough.

But based on your fun with C++ thread and you thinking that "Includes don't work in VC++", I doubt you'll have a lot of success. Best of luck anyway.

Marijn
Feb 18, 2006, 12:23 AM
Nice. Thanks for the sprites :)

Baggers
Feb 18, 2006, 01:48 AM
[accidental post]

Jerrythabest
Feb 18, 2006, 01:50 AM
release a beta version soon plz

Baggers
Feb 18, 2006, 07:51 AM
As much as I appretiate the enthusiasm lets not move out of topic...I have my thread which, until the site is back online, I my way of reporting to you all...go there !

Ice M A N
Feb 20, 2006, 01:49 PM
Battery Check Sprites: http://www.princeton.edu/~mspear/bc/BatteryCheckSpriteRips.zip
and thanks are due to Cooba

n00b
Feb 20, 2006, 02:07 PM
Thanks root to me for giving Cooba the game.
EDIT-Nice to see theres unused sprites in Battery Check as well.

Jerrythabest
Feb 20, 2006, 11:24 PM
can someone give me more information about Battery Check? I wonder what it is..

Doubble Dutch
Feb 21, 2006, 04:27 AM
Its a Dutch game starring an cute electric thingy guy, you have to run around recharging yourself and avoiding all the evil elctrics that kills you. The demo is free!

[Can you rip those anamaniacs game sprites?]

Stijn
Feb 21, 2006, 04:50 AM
Jerrythabest, see http://www.jazz2online.com/J2Ov2/wiki/?Battery_Check for more info about Battery Check.

Pako
Feb 21, 2006, 06:24 AM
Battery Check Sprites: http://www.princeton.edu/~mspear/bc/BatteryCheckSpriteRips.zip (http://www.princeton.edu/%7Emspear/bc/BatteryCheckSpriteRips.zip)
and thanks are due to Cooba
"chris is a redneq" message and frozen destruct block in BC? Weird...

Ice M A N
Feb 21, 2006, 08:05 AM
[Can you rip those anamaniacs game sprites?]

Probably. I'd need the j2a file (and either a tileset or a screenshot..)... mspear at gmail dot com if you feel like emailing it (and a link to an exe of the game installer or whatever won't cut it.. on a mac..)

n00b
Feb 21, 2006, 10:43 AM
All the stuff that was Unused in Batteryman's sheet. (http://www.maj.com/gallery/Lijik/Sprites/unusedbc.png)

Pako
Feb 21, 2006, 11:33 AM
All the stuff that was Unused in Batteryman's sheet. (http://www.maj.com/gallery/Lijik/Sprites/unusedbc.png)
You forgot the "chris is a redneq" message and the JJ2 frozen destruct block.

cooba
Feb 21, 2006, 11:53 AM
You forgot the "chris is a redneq" message and the JJ2 frozen destruct block.No he didn't. He clearly stated that his stuff was what left unused in the Batteryman sheet.

Pako
Feb 21, 2006, 12:21 PM
No he didn't. He clearly stated that his stuff was what left unused in the Batteryman sheet.
Oh, sorry, you are right.

Birdie
Feb 21, 2006, 05:42 PM
;) i know this thread isn't about "ripping" sprites so should i still rip the chuck head sprites?

n00b
Feb 21, 2006, 05:47 PM
Considering A- It was ripped Pre-iceman, and B)- Ripping past Post-iceman is useless since it's already in a sheet for you, i don't see why you would.

aokmaniac13
Feb 22, 2006, 03:29 PM
I wouldn't mind if you ripped every frame one by one and stuck them in a GIF in order to obtain perfect image alignment.

Doubble Dutch
Feb 23, 2006, 02:50 AM
Indeed, go do that.

Probably. I'd need the j2a file (and either a tileset or a screenshot..)... mspear at gmail dot com if you feel like emailing it (and a link to an exe of the game installer or whatever won't cut it.. on a mac..)

Umm, game installer? Not sure where that is, but I can send the anims file and a screenshot. I suppose I could zip the game too, but its friggin huge.