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PoP1 SNES graphics extractor

Posted: July 8th, 2018, 10:53 am
by David
Hello everyone,

Here is the newer version of the PoP1 SNES graphics extractor, which I mentioned here: viewtopic.php?p=24221#p24221
This is based on the improved (more readable) source code that Norbert PM'ed me back in 2016.

Additions to the functionality since the previous release:
* The menu/intro font is exported (00.bmp).
* Palettes are exported (04.bmp, 08.bmp, 12.bmp, 16.bmp, 20.bmp, 24.bmp, 28.bmp, 32.bmp, 36.bmp, 40.bmp, 68.bmp, 69.bmp).
* Levels are exported (41.bin - 67.bin), even though they are not graphics.
* Hit point graphics are exported (70.bmp).
* Princess room torch graphics are exported (73.bmp).
* The ending font (74.bmp) has a grayscale palette instead of the all-black one.

Note that this ZIP doesn't contain any exported graphics, only the program, written in PHP.

Re: PoP1 SNES graphics extractor

Posted: July 8th, 2018, 2:05 pm
by Norbert
David wrote: July 8th, 2018, 10:53 amHere is the newer version of the PoP1 SNES graphics extractor, [...]
Nice.
David wrote: July 8th, 2018, 10:53 amNote that this ZIP doesn't contain any exported graphics, [...]
In the attached ZIP the graphics, exported with David's tool.

Re: PoP1 SNES graphics extractor

Posted: July 14th, 2018, 4:22 pm
by David
Norbert wrote: July 8th, 2018, 2:05 pm In the attached ZIP the graphics, exported with David's tool.
I see you exported the graphics from both the Europe/USA (*a.bmp) and the Japanese (*b.bmp) versions.

Re: PoP1 SNES graphics extractor

Posted: April 13th, 2019, 10:32 am
by Norbert
In 2005 Princed issued a call to arms (page still available via archive.org) to figure out a compression algorithm.
What do you think of the idea of posting a message on social media, and perhaps on Reddit or something, asking for volunteers to look into importing the bitmaps?
I'm guessing PHP and math knowledge is required, plus perhaps knowledge of the BMP file format.