I'm trying to convert roms into images in a way that you can see the game's sprites...

I'm trying to convert roms into images in a way that you can see the game's sprites, I tried a lot of image widths without success
Anyone have an idea on how to get the right offset?

Attached: output.webm (477x400, 2.33M)

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wiki.mamedev.org/index.php/Using_the_GFX/TileMap_viewer_(F4)
twitter.com/SFWRedditImages

You can clearly see some patterns on the bottom

Attached: out368.png (368x400, 34K)

thank god someone is working on this

Why is that?
iirc there was an png conversion of nes smb rom somewhere

Something to keep in mind is that image data may not be in a format easily viewed like that.
It only works effectively if images are 1 byte per pixel, palettized, such as pic related.

Attached: Capture.png (1296x758, 229K)

Oh shit didn't think about that, do you think nes roms are 1 byte per pixel like that?

Likely not, but I'm not familiar enough with it to say for sure. Visual data had to be stored in funky formats on older systems due to technical limitations.
I just did a sweep through a couple NES roms with my file visualizer, and didn't see anything.

I tried to do something similar with files from a PC game I wanted to get sprites from. I'm way out of my depth with this so the best I could do was make a python script that took the data and gave every unique value a corresponding colour. This was the result of one of the files.

Attached: pinky.png (500x500, 23K)

This is what the character looks like. You can kind of see him but I don't know how to get further than this.

Attached: proxy.duckduckgo.com.jpg (533x800, 201K)

Looks like you've got the wrong width. With your script, can you sweep through in real time?
In mine, (also python, using pygame) shown here , I can easily sweep through until things line up.

When I did this with original xcom files I programed up arrow to increase offset and down arrow to decrease offset on the fly till the sprites displayed properly

Nes is 2bit per pixel, better 2d consoles are usually 4bit

I never thought about sweeping through the widths because of the different distortions but that sounds like a great way to learn more about the data.
A theory that was suggested to me before was that the images are archived and compressed, with a lot of what's there being metadata.
In your case I don't know if any of those old games used archives but I do think you'll have to process the data in some way before visualizing it.

I just took your image and sweeped through a raw form, you did just have the wrong width is all.
It seems to contain a few images of different sizes, which is why not all line up at once.
Compressed data looks very staticy, it's pretty easy to pick out.

Attached: 1536642289443.png.pgm.png (177x1413, 52K)

Not to derail, but I want to take apart classic games and extract elements from them. How did you guys get started with this, and where did you all learn all this wild shit?

I can't speak for other people, but I just started fucking around with it, paired with research when I didn't know where to go.
Pic related, one of the data packs from Corpse Party (PSP), the game I made my file visualizer for to assist figuring it out.

Attached: Capture.png (1283x724, 358K)

Retro games binaries format are generally documented to make emulation work, you could look up resources on emulation and find out how data is stored

I can't thank you enough.

No problem. Not sure where the resolution, offset, or palette of the images are, but they should be easy enough to find.

nes roms use paletted 8x8 pixel segments
you're not going to be seeing images in a standard format no matter what offset you're using, you need something specifically for viewing nes sprites

Bump for a cool thread. Gonna try this with some snes roms when I have time.

Since I've posted showing it, here's a webm of my file visualizer in action.
I couldn't get the text sharp looking for the life of me, and I don't want to encode the video a fifth time. The grey square I hover over says 88 (hex), before typing it in.
I would show sweeping through, but it just looks like OP's webm and is blurred to fuck after converting to low bitrate.

I'm going to rewrite it soon to add extra functionality, run faster, use less memory, and more. As is, it's just a viewer, but I'm going to add the ability to copy, isolate, recolour, and decompress sections of the file. Parts of it are in the code already, but unusable as-is.

Attached: output.webm (1280x720, 2.36M)

just download tilemolester

is this the same as pic?

Attached: aduio.png (1356x1707, 3.9M)

I still don't know how to convert it to pdf

Attached: 1499021837602.jpg (640x480, 31K)

Convert it to raw and delete every other bit.

If you want to see the sprites like the §o¥ you are, you should probably figure out a way to render the sprites given a data stream, and then apply this for all bock of bytes.

I don't understand what this means

Attached: 1511581793245.jpg (821x869, 88K)

Use an emulator with a tile viewer, eg MAME

wiki.mamedev.org/index.php/Using_the_GFX/TileMap_viewer_(F4)