An exhaustive look at extracting graphics from PS1 and PS2 games
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- Опубліковано 20 сер 2024
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/ hilltopworks
Hello sir! I can't believe the amount of dedication and time you given to these Japanese games to get them translated, some of the cult classic now made available to so much of the wider audience by you taking down the language border, I thank you wholeheartedly for the Racing Lagoon and Boku No Natsuyasumi 2 and not just you, but all the people who help translate it for us and for free, thank you for sharing your experience with us and showing the other side.
What an excellent overview! I would mention that Tile Molester unfortunately works with 8 pixel wide intervals, so if you see graphics that are, say, 31 pixels wide, Tile Molester will always be off by 1 or 9 pixels. GGD Solves this, and it's my tool of choice for PSX analysis. Great job!!
I've encountered that issue and yeah, it sucks. I haven't encountered a graphics tool I actually liked and could use without issue. I always end up writing my own BIN PNG converter. At least now I have my own Python library that I'm working on for generic image extraction.
Great video! Id previously looked into translating Nekketsu Seisyun Nikki 2 as there is alot of text and features locked to that version of Rival Schools so im so happy that there are people still interested in translating these classic games. Unfortunately the whole process seemed too daunting to me at the time.
The amount of knowledge contained in this video and the fact that it is on youtube for free is really, really inspiring. I hope I get to contribute in the way you just did to something. Very nice video, great examples, very clear explanations. Great work.
1:23:04 lower left corner "(VERSION ❤)"
Great video! Thank you for sharing your experience and insight!
Splendid work! PS1 TIMs is more complicated than PS2. I'd like to learn more about PS2 vram and disassembler stuff
Awesome video, I hope to be cracking open some games! Thanks for your work
That is a wonderful video.
I would love to see a decompilation tutorial
Racing Lagoon is so unique of a game it practically abused vram... that's crazy
Legend
The best video on this topic! Do you mind making one related to 3d models?
thank you for all the work you do!
I watched it at 1.25x, so great, thanks for spreading this knowledge.
Great content as always.
I appreciate this so much :')
in ps2 game evil dead a fistful of boomstick i need edit text texture in ps2 format, i've tried tile molester but only see stains, any suggestion, i need change character > for ñ
Do you have any suggestions for cracking non-bitmap PS2 textures?
Hello in my case on Game Graphic studio when I open my PS2 iso he said "cannot find AFS & SLPM file into ISO file" could you help me ?
Good video! May I know what paid software you are using at 1:14:02 ?
The hex editor "010"
@@hilltopworks thanks, btw I learnt really a lot from your video! And now I am starting my own translation project! Although it isn’t like your way down thru the assembly code 😅 really appreciate your video, especially the pixel parts and how they correlated to the documentation !!! Thanks 🙏
Can you extract 3d models as well?
As a non-technical person, I see the argument pop up from time to time that the PS1 cannot render sprites, and all 2D games are just the primative 3D polygon (two triangles) stacked to make a sprite and the camera always facing forward. Is that at all accurate, seems like it is not.
Can you teach us how to rip the Japanese text out of GBA, PSP, PS1, and PS2 games? 😢
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