How to extract sprites (tiles) from the SNES version?

Discuss PoP1 for SNES here.

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Re: How to extract sprites (tiles) from the SNES version?

Postby Andrew » August 14th, 2009, 12:01 pm

PHP is a programming (scripting) language. If you install it via the link given, you can run David's program. Otherwise just wait for someone (mk1995 perhaps) to post the censored sprites.

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Re: How to extract sprites (tiles) from the SNES version?

Postby mk1995 » August 14th, 2009, 4:05 pm

Someone have a DLL called "WS2_32.dll" that enables me to use PHP?
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Re: How to extract sprites (tiles) from the SNES version?

Postby Veke » August 14th, 2009, 5:26 pm

Oh come on... you could just have Googled it. Next time you need a DLL file download it from this site
http://www.dll-files.com/dllindex/dll-files.shtml?ws2_32

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Re: How to extract sprites (tiles) from the SNES version?

Postby Eagle-Head Priest 97 » August 14th, 2009, 10:30 pm

Andrew wrote:PHP is a programming (scripting) language. If you install it via the link given, you can run David's program. Otherwise just wait for someone (mk1995 perhaps) to post the censored sprites.


In that case, could someone upload the censored sprites?
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Re: How to extract sprites (tiles) from the SNES version?

Postby mk1995 » August 15th, 2009, 10:29 pm

Well, trying to replace the DLL ended in failure and after trying to rename it, I nearly got my PC inaccessible. I certainly won't try to extract the censored sprites, anymore.

Let's wait for David, or anybody else capable of that.
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Re: How to extract sprites (tiles) from the SNES version?

Postby David » August 16th, 2009, 2:14 pm

It seems that running PHP programs is difficult for most people, so I've added the missing sprites to the download and corrected some palettes.
The link is the same: http://www.freeweb.hu/princepersia/en/snessprites_dl.htm
Andrew wrote:If the publisher decided those images were too gory for PoP SNES, why leave the sprites behind?

Maybe they didn't know that someone will be able to extract them.
There are more unused images, like:
299: looks like an unfinished image.
300-307, 364-365: they look like they're copied from the Apple II version.
And there are many 1x1 pixel images.
Also, this is not the only game which has unused images.

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Re: How to extract sprites (tiles) from the SNES version?

Postby mk1995 » August 16th, 2009, 3:17 pm

Seeing as the unused sprites had gore, the gorefest was originally intended. What bugs me though is why they didn't put gore into the Japanese version. The only way the Japanese version differs from the Western versions is the fact that the Japanese version had a torture scene (and apparently additional intro text). Speaking of intro text, I think I might get myself a ROM of the Japanese PoP and take a look at what the text says in the original Japanese release.
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Re: How to extract sprites (tiles) from the SNES version?

Postby Eagle-Head Priest 97 » August 16th, 2009, 8:48 pm

David wrote:It seems that running PHP programs is difficult for most people, so I've added the missing sprites to the download and corrected some palettes.


Indeed the sprites are gory. With Jasc Animation Shop, I made a gif image of it:
http://i188.photobucket.com/albums/z161 ... adchop.gif
I wonder what the trap would've killed him if they left it in the game...
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Re: How to extract sprites (tiles) from the SNES version?

Postby mk1995 » August 17th, 2009, 4:50 pm

Could've been a fatal sword strike... or a horizontal pendulum.

Edit: Imrpoved version of the beheading:
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I used two more frames to "simulate" the prince's disappearing. It's hard to see if you don't look closely.

Anyhoo, I think I've got something I can use as my avatar now... :D
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Re: How to extract sprites (tiles) from the SNES version?

Postby Veke » August 17th, 2009, 8:52 pm

That's funny, maybe it's just me but it looks like his torso stays on his knees a moment too long...

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Re: How to extract sprites (tiles) from the SNES version?

Postby mk1995 » August 17th, 2009, 9:14 pm

'Twas not my fault. I used each frame only once (except for the last frame, which I used three times to make the Prince "disappear").
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Re: How to extract sprites (tiles) from the SNES version?

Postby Eagle-Head Priest 97 » August 17th, 2009, 10:02 pm

mk1995 wrote:Could've been a fatal sword strike... or a horizontal pendulum.

Edit: Imrpoved version of the beheading:
Image
I used two more frames to "simulate" the prince's disappearing. It's hard to see if you don't look closely.

Anyhoo, I think I've got something I can use as my avatar now... :D


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Re: How to extract sprites (tiles) from the SNES version?

Postby mk1995 » August 17th, 2009, 10:03 pm

Taking a second look, without seeing something cutting his head off, it looks kinda weird. It looks more like some invisible hands ripped off his head and threw it away... :?
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Re: How to extract sprites (tiles) from the SNES version?

Postby OrSpeeder » August 17th, 2009, 10:22 pm

It is because you are not seeing the entire scene...

This probably happens when you was running and hit the trap, the head falls forward because intertia.
Also the time that it stays kneeling has two reasons: It look more dramatic, and it follows Disney's animation theory.

I believe that the trap intended here was the same trap that exists on PoP2 where a blade stick out of the wall, since on PoP1 you can not crawl yet, the intention maybe was that you kneeled below the blade, thus the blade can not be positioned on the middle of his body (otherwise it would still hit him), but on a beheading position, where you can kneel below.

Also probably this trap was not removed because the gore (other traps have a great gore potential, they only removed the blood and whatnot...), this trap was probably removed because the gameplay sucked (ie: kneel, wait, one step forward, kneel, wait... one step forward... repeat 3 times or 4 or something like that... utterly boring...)

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Re: How to extract sprites (tiles) from the SNES version?

Postby mk1995 » August 18th, 2009, 3:25 pm

OrSpeeder wrote:It is because you are not seeing the entire scene...

That's just what I said.

OrSpeeder wrote:I believe that the trap intended here was the same trap that exists on PoP2 where a blade stick out of the wall, since on PoP1 you can not crawl yet, the intention maybe was that you kneeled below the blade, thus the blade can not be positioned on the middle of his body (otherwise it would still hit him), but on a beheading position, where you can kneel below.

Also probably this trap was not removed because the gore (other traps have a great gore potential, they only removed the blood and whatnot...), this trap was probably removed because the gameplay sucked (ie: kneel, wait, one step forward, kneel, wait... one step forward... repeat 3 times or 4 or something like that... utterly boring...)

'Scuse me? I think the Prince is capable of crouch-walking. I mean, look at the traps in Level 17. Those logs require you to crouch-walk, so if it would follow your theory, then you could pass the trap swiftly. Methinks the trap beheading the Prince like that would be something like that log trap, but with a blade instead of a log. Or it could've been a fatal sword strike as I stated before. Maybe if you were getting struck unarmed or so...

I do wonder though why they scrapped the impaling, though. I imagine the trap being somewhat like the firewalls from Level 11, so with that one, there would be 5 chomper-esque traps (chomper, crusher, firewall, pendulum and stake (whether it was supposed to be wooden or iron is beyond me, although I imagine it to be iron)). Guess that's why they scrapped it. I mean, it's the same trap with some variation.
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