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Author Topic: Artmoney Sprite Ripping  (Read 6788 times)

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Offline Plombo

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Re: Artmoney Sprite Ripping
« Reply #15 on: January 18, 2010, 10:10:48 am »
Another name for stuff you really don't want on your computer.

Offline Orochi_X

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Re: Artmoney Sprite Ripping
« Reply #16 on: January 19, 2010, 03:04:31 pm »
Just updated the tutorial with some of the finer points of Artmoney usage. I've included a table for SFA3 in the op too , as it is far more simple to work with than LB2 would be for anyone just starting out with Artmoney.


* Orochi_X says : " Sore ga doushita? " :looney:

Offline Orochi_X

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Re: Artmoney Sprite Ripping
« Reply #17 on: January 22, 2010, 05:50:18 am »
I think I've finally worked out how LB sprites work. They are stored in 3 addresses! One for the animation id and two which apparently control the frame number.

The other kink in the system is that some animations share the same id but have different frame numbers.... Walk , backwalk and crouch apparently share the same id  ???

I doubt that anyone is all that interested as nobody has grabbed the attachment in the op so I'll save myself the bother of going into too much detail for now.

I'll probably rip a few characters over the weekend all being well! This anim took all of a minute to rip.  :cheers!:



If anyone has any sensible/reasonable requests , I may look into creating tables (possibly rips) for other games. I'm only concentrating on NeoGeo games for the moment , though.


* Orochi_X says : " Sore ga doushita? " :looney:

Offline Damon Caskey

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Re: Artmoney Sprite Ripping
« Reply #18 on: January 22, 2010, 08:09:22 am »
Actually this looks very interesting. I'd like to take a closer look once I get out of my current little project.

DC
OpenBOR Wiki.

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Offline Fightn Words

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Re: Artmoney Sprite Ripping
« Reply #19 on: January 22, 2010, 01:57:24 pm »
I always liked the games Last Blade & Last Blade 2, very different from most fighters. Are you making a Last Blade mod or Mugen character(s)?
« Last Edit: January 22, 2010, 02:30:52 pm by Fightn Words »

Offline Orochi_X

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Re: Artmoney Sprite Ripping
« Reply #20 on: January 22, 2010, 02:24:25 pm »
Yeah , I love the LB games too. I don't really know what I'm going to do lol. There is a severe shortage of decent LB sprites , though. I'm just trying to rectify that! I would most likely use them in a mod. I haven't created anything for mugen in a looong time.I had originally intended to use them in NG:C Maybe it's time for an epic u-turn on my modding status? lol.
« Last Edit: January 22, 2010, 02:28:09 pm by Orochi_X »


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Offline Die_In_Fire

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Re: Artmoney Sprite Ripping
« Reply #21 on: January 23, 2010, 03:02:52 am »
sorry for my ignorance, but this methods have some advantages if you compare it with the other tutorial from yours (neo geo debug  sprite tutorial)?? I'm talking about any neo geo rom, not only v/s fighting games

I'm ripping super dodgeball sprites and justa want to make sure about the more convenient method.

Offline Orochi_X

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Re: Artmoney Sprite Ripping
« Reply #22 on: January 23, 2010, 05:27:15 am »
If the NeoGeo game has a working debug mode then use that. If it doesn't , or the game/emu you want to rip from does not have layer disabling or frame stepping etc then give Artmoney a try.


* Orochi_X says : " Sore ga doushita? " :looney:

Offline Plombo

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Re: Artmoney Sprite Ripping
« Reply #23 on: April 20, 2010, 11:45:36 pm »
What information does Artmoney save for each value in tables?  Does it just save the address, type, and description?  Or does it also save its value or whether it's locked?

Offline Orochi_X

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Re: Artmoney Sprite Ripping
« Reply #24 on: April 21, 2010, 08:54:04 pm »
Yeah , it's just the address , type and whatever you label it as.


* Orochi_X says : " Sore ga doushita? " :looney:

Offline borkjh

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Re: Artmoney Sprite Ripping
« Reply #25 on: February 14, 2011, 03:35:47 pm »
Humm....Is this tutorial work in online game and pc game(like Melty blood)? :hmm:
« Last Edit: February 14, 2011, 06:06:01 pm by borkjh »

Offline talic

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Re: Artmoney Sprite Ripping
« Reply #26 on: February 14, 2011, 04:21:19 pm »
i always use artmoney to cheat in play2 games and some PC games.
But i never think i could use it like that.
Nice info/tutorial  :cheers!:

Offline jsargent

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Re: Artmoney Sprite Ripping
« Reply #27 on: November 23, 2011, 06:50:27 am »
How do I use Artmoney on Contra Locked N loaded? I followed the directions and I'm trying to get infinite health and lives, but I keep dying anyway. Also, theres no Openbor option for emulator. Im confused, help! :(

Offline Damon Caskey

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Re: Artmoney Sprite Ripping
« Reply #28 on: November 23, 2011, 12:01:39 pm »
There's a good reason for that. OpenBOR is not an emulator. You can't use Artmoney on it.

Functionally speaking, everything you want to do with Artmoney can be done incredibly easily with OpenBOR modules, but in an entirely different way. However, considering that you came in thinking it was in fact an emulator, explaining is beyond the scope of a single post. I recommend you consult the basic guides and wiki.

DC
« Last Edit: November 23, 2011, 12:06:59 pm by Damon Caskey »
OpenBOR Wiki.

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Offline Vibrant

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Re: Artmoney Sprite Ripping
« Reply #29 on: November 23, 2011, 03:54:00 pm »
I'm just curious, but using this would allow you to remove MvC2 life bars wouldn't it?


 



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