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Doubble Dutch

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

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Last edited by Doubble Dutch; Jan 20, 2006 at 05:06 PM.
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Jan 22, 2006, 11:29 AM
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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

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Jan 22, 2006, 04:39 PM
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Hm, I'll rip those tomorrow. Don't have much time tonight for ripping.
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Jan 22, 2006, 06:18 PM
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I've got a treat for you guys. I'll post it tommorow.
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Doubble Dutch

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

Quote:
any chance people have the full animations of the faces that sit in the corner of the screen ?
Well, here's the bird one:

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Jan 23, 2006, 06:55 AM
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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 !
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Jan 23, 2006, 08:20 AM
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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.
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Jan 23, 2006, 09:19 AM
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Quote:
Originally Posted by UNKNOWNFILE
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?
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Jan 23, 2006, 10:45 AM
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You forgot the fact that the game darkens a bit when paused.
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Jan 23, 2006, 10:50 AM
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OK, here's the sample video. You will need the DivX codec installed to view it.

bleh

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.
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Doubble Dutch

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Jan 23, 2006, 02:26 PM
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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:

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Last edited by Doubble Dutch; Jan 24, 2006 at 01:12 AM.
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Jan 24, 2006, 05:54 AM
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can someone rip Fish sprites?
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Doubble Dutch

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Jan 25, 2006, 03:18 AM
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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.]



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

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Jan 30, 2006, 02:16 AM
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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

The bee

The crab

The demon

The dog

The dragon [Its fire is the toaster animations]

And some tiny bees!
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Jan 30, 2006, 07:05 AM
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Wow, I'd never guess the Bee has only 2 frames.
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Jan 30, 2006, 10:53 AM
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@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
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Jan 30, 2006, 10:54 AM
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You should have gotten the Crab out of Uterus instead... doesn't it drop down in a ball form?
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Jan 30, 2006, 08:49 PM
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Yeah, but I was going to include that with the Uterus boss rip.

Quote:
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.
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Jan 31, 2006, 02:40 AM
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Wow great stuff guys, thatll make the plaeholders i use for enemies a bit more interesting.
Ta
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Jan 31, 2006, 04:42 AM
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Quote:
Originally Posted by n00b
EDIT- Ha, DD missed the Bee's turning sprites =D
All of JJ2's turning sprites are done by just flipping the original one, I think.
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Jan 31, 2006, 09:53 AM
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Last edited by Kuraj; Jul 22, 2014 at 02:35 PM.
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Jan 31, 2006, 10:30 AM
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Quote:
Originally Posted by Cooba
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.
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Feb 1, 2006, 02:50 AM
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Yeah, a few of the enemies in JJ1 also have different sprites for walking left and right.

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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!










Oooh, its a bug! [Yes, I KNOW I missed some frames, so sue me]


Mmmm, tasty


And a snack for our red friend;



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Feb 1, 2006, 05:47 PM
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nice sprite rips, but you forgot the TNT crate
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Feb 1, 2006, 08:41 PM
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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:




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.
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Last edited by Doubble Dutch; Feb 2, 2006 at 05:58 AM.
Doubble Dutch

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

Whats taking so long n00b?





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Feb 3, 2006, 10:41 AM
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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.

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

Last edited by n00b; Feb 3, 2006 at 11:35 AM.
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Feb 3, 2006, 03:17 PM
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j2a file..

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

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)..?

Last edited by Ice M A N; Feb 3, 2006 at 03:33 PM.
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does it extract the palette from the tilesets aswell?
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Quote:
Originally Posted by Birdie
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..
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Feb 3, 2006, 05:11 PM
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I'd imagine it's as important as sprite rips.
How can you make a fangame without tilesets?
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Feb 3, 2006, 05:48 PM
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Quote:
Originally Posted by n00b
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
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Didn't someone claim once there were cool things in the J2A that we'd never be able to find?
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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.
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Quote:
Originally Posted by Ice M A N
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

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
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Feb 3, 2006, 08:45 PM
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Quote:
Originally Posted by Monolith
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/skyscrape.../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... EDIT: 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...

Last edited by Ice M A N; Feb 3, 2006 at 09:34 PM.
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That's pretty sweet Ice M A N.
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Feb 4, 2006, 04:27 AM
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Does it get sprites in 8-bit color?
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Feb 4, 2006, 10:42 AM
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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..
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Could you post some specifications on how JJ2 stores its stuff in zlib? This intrigues me.
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