Jump to content
Sign in to follow this  
Vorticon

Graphics capture

Recommended Posts

Hi.

I'm looking at porting a Spectrum game, and was wondering how I could grab the individual graphics for duplication on the TI. Are there any available tools to do this?

Share this post


Link to post
Share on other sites

You could run MESS with the Spectrum ROMs and the respective games and do a screenshot with F12 in partial mode.

Share this post


Link to post
Share on other sites

I've used this before: http://retrospec.sgn.net/game/sge

 

It browses memory graphically. You can see what is code (looks like random gibberish) and what is graphics (much more regular). Then adjust the pitch and voila, the graphics appear.

Share this post


Link to post
Share on other sites

Thanks for the pointers guys. All these programs keep referring to "snap shot" files. Are these generated by a specific Spectrum emulator or can I just use a standard screenshot?

 

EDIT: Never mind. I figured it out. Willsy, your program suggestion worked quite well!

Share this post


Link to post
Share on other sites

Looks like I'm going to make good use of your Pattern Editor :)

No, you wouldn't have to. Take screenshots, rip graphics or use the graphics already ripped. Then import sprite image in Magellan (graphics may have to be aligned etc.). And then export Assembler Data to get Hex for use in Forth.

 

;)

Edited by sometimes99er
  • Like 1

Share this post


Link to post
Share on other sites

No, you wouldn't have to. Take screenshots, rip graphics or use the graphics already ripped. Then import sprite image in Magellan (graphics may have to be aligned etc.). And then export Assembler Data to get Hex for use in Forth.

 

;)

A youtube video showing this in action would be VERY cool. I've always done it by eye!

  • Like 1

Share this post


Link to post
Share on other sites

No, you wouldn't have to. Take screenshots, rip graphics or use the graphics already ripped. Then import sprite image in Magellan (graphics may have to be aligned etc.). And then export Assembler Data to get Hex for use in Forth.

 

;)

 

The most tedious was getting the graphics from the program image, which still will need to be done for the Magellan hack, not to mention aligning everything properly. Once that is done, creating the actual character def using the pattern editor was very quick and easy. Nonetheless, it's good to know this is possible in Magellan. Thanks for the video.

  • Like 1

Share this post


Link to post
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Loading...
Sign in to follow this  

  • Recently Browsing   0 members

    No registered users viewing this page.

×
×
  • Create New...