Rip Sprites Mame

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  1. Some games uses the animated sprites as sprites per set (entities), so you will need to check each game. 3- The Custom MAME method. There is a custom MAME version, made by Maximilianjenus, which let you disable EACH tile on the game. It works great, but its works only with CPS-1, CPS-2 and CPS-3 games, mainly the fighting games.
  2. Step #1 When you are playing mame if you press left shift button and f12 it records an animated gif. Pressing it again will stop the recording. This is how you rip your sprites very easily.Once you got what you want and you stopped recording it will save to your mame snapshots folder.

An arcade game is a specialized coin-operated video game machine, usually comprised of a cabinet, motherboard, monitor, and joystick controls. Each manufacturer would create its own specialized board to run games.

In MAME, if you press F4 you enter the “Tile Viewer” - from there you can see palettes, character sets and - depending on the game - sprites. Let’s say you want to rip the sprites from Commando, by Capcom 1985 (I picked that game because I love it.

Arcade games were very popular during the '80s and '90s, and struggle to survive through the 21st century. Today, traditional arcade machines are fairly uncommon and most venues have replaced these units with redemption machines, which yielded increased profits.

  • 1Ripping Tools
    • 1.1WinKawaks
  • 2Recommended Emulators

Ripping Tools

Like with ripping from PC games, ripping from Arcade games is on a case-by-case basis. Depending on which board the game you want to rip is, some tools will be more useful than others.

WinKawaks

WinKawaks is an emulator that plays games from the CPS1, CPS2, and the Neo-Geo Arcade boards. It also features some debug tools, useful for ripping sprites. You can download it Here.

To rip sprites, you must boot up the game of your choice and play it to the point where the sprites you want are. Then, pause the emulation with the 'Enter' button (not required, but recommended).

NOTE: DO NOT resize or maximize the emulator window.

Before you get to the ripping, choose the menu 'Video > Set background color...', then set the color to something other than black (I suggest pink since it gives a better contrast). From here, you have two methods for ripping the sprites.

The Shots Factory

Choose the menu 'Tools > Shot factory' (or press 'CTRL+F'):

The pop-up window will appear above the main window, so you'll need to manually move it to someplace so you can see the main window.

  1. This white area lists all sprites currently on the screen;
  2. These three buttons allows you to enable or disable the background/HUD layers. For CPS games the three buttons will be available, while for Neo Geo games only the 8x8 button will be available.
  3. These two buttons allows you to take screenshots;
  4. This button allows you to step a frame on the emulation. Useful if you're trying to get a complete animation;
  5. Once you select any sprites listed on the white area, you can use these buttons to enable or disable them.
  6. Checking this box will make the sprite blink on the main window once you select it in the white area. Useful for identifying which sprites are which.

The Shots factory is mostly useful for ripping backgrounds and simpler animations. If you want to rip fighting game characters or those multi-layered bosses, the second method is recommended.

The Tile Viewer

Choose the menu 'Tools > Tileviewer' (or press 'CTRL+T'):

Much like the Shots Factory, the pop-up window will appear above the main window, so move it elsewhere. The first thing you will notice is that the game screen will be replaced by the game's tiles.

  1. This box lets you choose the tile size. 8x8 is used by the game's HUD, while 16x16 is where most sprites are. The 32x32 will only appear for CPS games, and is mostly used by background tiles;
  2. These two boxes allow you to flip the tiles horizontally or vertically. You'll probably never use these, so just ignore them;
  3. What you will see on the main window will depend if the game is CPS or Neo Geo. For CPS games, you scroll through the tiles vertically, while on Neo Geo games you scroll through them horizontally. This slider allows you to set the number of columns (for CPS games) or rows (for Neo Geo games) which are displayed. For older Neo Geo games, you should set this to '1', while for newer Neo Geo games you may want to get as more rows as possible. As for CPS games, generally the sprites are already organized, so you should leave this on the default number unless you know what you're doing (some CPS games may require you to double or halve the number of columns to display the sprites properly);
  4. This slider allows you to scroll through the tiles;
  5. This slider scrolls through the palettes;
  6. Once you select any of the sliders (just click them), you can use these buttons to easily scroll them without having to drag them with the mouse. This is highly recommended, especially for finding palettes. Alternatively, you can use the arrow keys on your keyboard, which is much easier than clicking the buttons continuously.

NOTE: You won't be able to find the correct palettes if what you're trying to rip was not currently on the screen before you entered the Tile Viewer.

MAME

An example of viewing graphics in MAME of the game Bosconian.

In MAME, a sprite viewer can be accessed through the following sequence: Press F4 to bring up a palette viewer, and while on the palette viewer, press Enter to access the sprite viewer. Use the up and down keys to scroll through the sprites in the current graphic bank, left and right to switch palettes, [ and ] to switch graphic banks, and the R key to rotate the sprites in the viewer by 90 degrees. You can also press Enter to switch to backgrounds if you want to rip them.

Because there's no way to directly save the sprites displayed in the sprite viewer, you must downsize the window to give the sprites the proper pixel-size then PrtScn the window, followed by pasting it into a graphics editor like Paint.

Not all games can be ripped with this method, only if they use a tile-based system, and sometimes it is just the background tiles. Some arcade systems such as the Neo Geo and many Sega arcade games either don't display the palette viewer or just the palette viewer.

If you prefer ripping from screenshots, frame-advance and rewind keys can be mapped to capture animations while the game is paused. F12 is the default key for screenshots, but you may have to adjust screenshot settings so the captures are clean and in the game's 1:1 pixel resolution.

Sega System 16 Sprite Viewer

Despite the name, the sprite viewer was made using information from disassembling OutRun. This can rip OutRun, Super Hang-On, After Burner, and some of the System 16 library. It is a command-line based tool and requires knowledge of the sprite banks that were used, they are listed as mpr and then a number at the end. The files have to be unzipped and then load 4 sprite banks at a time to view the sprites. The sprites can be saved as a BMP file.

Apart from OutRun, the sprites have no palettes so they have to be recolored.

Artmoney

Nebula

Similar to WinKawaks but lacks a noticeable Tile Viewer and with a different Shot Factory.

Recommended Emulators

MAME/MAMEUI

See here for more info.

Consoles
2nd GenerationAtari 2600 - Atari 5200 - Bally Astrocade - Cassette Vision - ColecoVision - Fairchild Channel F - Intellivision - Magnavox Odyssey² - Vectrex
3rd GenerationAtari 7800 - Casio PV-1000 - Nintendo Entertainment System - Master System - SG-1000 - Super Cassette Vision
4th GenerationNeo Geo - Neo Geo CD - Philips CD-i - Sega Genesis - Super Nintendo Entertainment System - TurboGrafx-16
5th Generation3DO - Amiga CD32 - Atari Jaguar - Nintendo 64 - NEC PC-FX - PlayStation - Sega Saturn
6th GenerationDreamcast - GameCube - PlayStation 2 - Xbox
7th GenerationHyperScan - PlayStation 3 - Wii - Xbox 360
8th GenerationPlayStation 4 - Switch - Wii U - Xbox One
ComputersAcorn Electron - Amiga - Amstrad CPC - Apple II - Atari 8-bit - Atari ST - BBC Micro - Commodore 16 - Commodore 64 - Dragon 32 - FM Towns - FM-7 - MSX - NEC PC-8801 - NEC PC-9801 - PC - SAM Coupe - Sharp MZ - Sharp X1 - Tatung Einstein - TRS-80 Color Computer - X68000 - ZX Spectrum
HandheldsAtari Lynx - Gamate - Game Boy - Game Boy Advance - Game.com - Game Gear - Game King - Game Master - Gizmondo - Mega Duck - Neo Geo Pocket - Nintendo 3DS - Nintendo DS - Nokia N-Gage - PlayStation Portable - PlayStation Vita - Supervision - Virtual Boy - Wonderswan
OtherArcade - Mobile - Pico - LCD Handhelds
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< The Spriters Resource

There are some games out there that are hard to rip from whether it is unknown compression, stored in a nightmare fashion in the ROM, the tile viewer does not show the sprites/show them correctly, hard to capture from or even the emulator does not boot up the game. As for why hard to rip than impossible to rip? It is due to that there might be a passionate ripper somewhere who is knowledgeable or even a programmer who figured out how to rip the sprites.

Please note do not request these games to be ripped, the chances of these getting ripped are low and it would not help anyone.

  • 1General
  • 2Arcade
  • 3Amstrad CPC
  • 4Genesis
  • 5SNES
  • 6Unstable Games

General

Human Developed Games

Human is a developer known for the Fire Pro Wrestling, Formation Soccer and Human Grand Prix/F1 Pole Position series. Unlike many developers on the SNES, their games use an unknown compression format that no tile viewer can rip from. It depends on the game on how much appears in a tile viewer like Fire Pro displaying more of the sprites compared to Super Formation Soccer/Human Grand Prix where even the font is compressed. Their games can also dynamically change the sprites so savestate ripping isn't much use for animations or changing characters/teams/drivers. Only the first F1 Pole Position game can rip all the portraits in a savestate as an example. Some like the sample version of Human Grand Prix 2 will require disassembling/hacking to rip things that are not in the rolling demo or any unused stuff that isn't documented.

This also applies to their PC Engine and Genesis games as well.

Arcade

There are many games that do not work with the MAME tile viewer. Various examples include Incredible Technologies hardware (e.g. Golden Tee Golf series), IGS, Nichibutsu Mahjong 91-95, Hard/Race Drivin' and very early arcade games such as Space Firebird. Some can be ripped via other ripping tools however not all can be ripped this way. Very few may also require palette hacking such as Heavy Barrel and in newer versions Super Off Road, the latter case all the colors are set to the same color per palette.

Mad Alien

Mad Alien/Highway Chase is a game by Data East where it started as a racing themed shooting game that changed into a shoot em up by its final revision. While most versions of the game are possible to rip via the MAME Tile Viewer, the latest version of the game changes the poses within a frame and this also affects the tile viewer as well.

Many Sega Games

Rip sprites mame rom

Sega liked to do things differently than many companies of the time when it comes to storing sprites. They spread the sprites onto various files with bytes at a time, usually one but sometimes 2 bytes at a time (the term is interleaving). Very few of their games work with MAME's tile viewer and if they do, they are a pre-1985 game.

Thankfully thanks to Ragey some of these games are ripped such as SegaSonic the Hedgehog, Power Drift and Bonanza Bros. however he has only selectively ripped those games and has not shared much information on how. There is a sprite viewer for Out Run and some of the arcade games (e.g. Super Hang-On, After Burner) made by the person who did CannonBall that is an Out Run based engine. Apart from Out Run, there are no palettes to the sprites, it is command-line based and requires knowing which sprite banks are used so not easy to use.

Note that this excludes System E games as they ran on Master System hardware and the sprites can be viewed via Tile Molester but may have compression. Also the Fantasy Zone games were ported to or were originally on the Master System and would be easier to rip those versions.

Professor Pac-Man

This game uses an odd graphics engine that has peculiarly sized sprites (not perfectly square pixels). Screenshotting using MAME will distort the screencap PNGs. Configuring MAME's ini file will get rid of the blur but still stretch out the sprites in the screenshot. The only true way to capture the sprites as they were originally intended is to set MAME's video settings to pixel perfect and manually printscreen the game. It is an overall difficult process given that the game has fairly large sprites and a complete sprite sheet would ultimately end up being heftily large.

Strikers 1945 1

A Shoot em' up, so far we only got the Stage 5 Rocket, well we need more than that, we can have the Kii, Battleships, enemies and more

Amstrad CPC

By the nature of the home computer, there are bound to be some games that use impressive programming skills or really badly programmed games that makes ripping some games really tricky. Some of these also happen to be highly regarded games that are well liked and some of the best on the system. Since many of the games have the same issues, it is categoried by issue than what game has the issue unless it is unique.

This excludes games that have the wrong palette in the tile viewer as they can be corrected (e.g. most games programmed by DJL Software) unless they have an extra issue included.

Asterix et la potion magique (Asterix and the Magic Potion)

Not to be confused with Asterix and the Magic Cauldron that itself is one of more easier to rip games. It is unique as the game uses a framebuffer only displaying one sprite at a time so every time a sprite changes, the old one gets dropped making it annoying to rip.

Batman: The Caped Crusader

The game is using two layers for the sprites and they are mixed into the same layer. Meaning that it has information of both left and right directions but neither show the complete sprite. The correct size for the sprites is Width 8, when set to Width 16 while it fixes the layer issue the sprites are squashed with some detail lost. It sounds like a bitplane issue. Nothing can be done at present...

Ghosts 'n Goblins

Unlike most in the list, the sprites can be ripped however it is hard work because Ste Pickford did the sprites in an unusual way. Originally thought to be messed up in the tile viewer until more research was done. While the game runs on Mode 0, the sprites are stored in Mode 1. The correct size is Width 8 but the sprites are split into two with each scanline being the complete sprite. Also for sprites on the left, they are stored backwards as in right to left but not flipped. Basically sprite 1 has the first line while sprite 2 has the second line and so on or vice versa depending on the sprite.

As for resizing, again unlike most Mode 0/1 games where it is doubled, they are like Mode 2 where horizontal is correct but vertical is doubled size.

Same Colour Background as the sprites

Many games use the same colours for their background as their sprites, usually black but green and others have been used. This is very similar to Genesis sprite ripping. This is mainly a Mode 0 issue however a few Mode 1 games suffer from this too such as Match Point.

750cc Grand Prix (not only this affects the grey background affecting the bike sprites but also a black on the tires where it should be purple that the tile viewer does not pick up on, Caprice Forever can't rip this as it doesn't support reverse endian)
Alien Syndrome (see Match Point for more info, also has layers too)
Auf Wiedersehen Monty (some sprites also have the wrong palette however the sprites are stored in a tidy fashion)
Kwik Snax
Match Point (this also uses Mode 1 that uses 4 colours so the black background mixes with the sprite making it almost impossible to rip via tiles)
Professional BMX Simulator (Has been ripped however bike sprites look doubtful with their accuracy)
Psycho Soldier
Return of the Jedi

Compressed in the tile viewer

These games are either completely or partly compressed meaning that ripping these games can not be done via the tile viewer at all or almost useless to rip from since only a segment is uncompressed. Also in the case of By Fair Means or Foul because it uses overlapping sprites meaning that the game is almost impossible to rip from unless someone figures out the compression routine.

Mame

Adidas Championship Football
After Burner
Alien Storm (also suffers from black background)
Bad Dudes vs Dragon Ninja(also suffers from black background)
By Fair Means... or Foul
California Games
Double Dragon (Richard Aplin version)
Double Dragon II: The Revenge (Richard Aplin version)
Prehistorik
Pro Tennis Tour
Professional Tennis Simulator (Codemasters)
RBI Baseball 2
RoboCop
Thing on a Spring (Only Thing itself is compressed, the enemies are not compressed and are rippable)
Turbo Out Run

Footballer of the Year

Similar to but not quite the same issue as Asterix. This game uses a framebuffer to display whatever is on screen and changes sprites dropping the old ones. What makes this slightly different is that more than 1 pose is stored due to the player and the goalkeeper plus it is in Mode 1 rather than Mode 0.

Grange Hill

This game uses 2 layers for the sprites and since it is a Mode 1 game with its limited 4 colour palette meaning that not only that it needs extra assembly but the layer information is gone since one layer with the detail is black and the other is just white. While Buggy Boy and 1942 have a second layer, they are Mode 0 games and not needed for ripping.

Italy 90

Just looking at the tile viewer makes you groan... The sprites use a combination of layers (head + arms on one with the body on another) and messed up in the tile viewer on the body sprites all at the same time. Maybe also a touch of compression as well?

To make matters worse, the game crashes when the ball is off the pitch and reboots back to the Amstrad CPC boot up screen. It is unknown whether this happens on real hardware.

Interleaving sprites

It might not be correct terminology however this affects a few games. Basically there is a checkered background on the sprites and the characters have lines through them.

Glider Rider

John Brandwood Games

Both Gryzor (aka Contra) and Renegade when released were considered games that pushed the system with its impressive graphics due to the work of Mark Jones and the programmer John Brandwood. The tile viewer does not work on these games and capturing might be difficult due to using the same colours for the background since the system had a 16 colour palette. With Renegade even when capturing, you get a high chance of overlapping sprites because of the nature of beat em ups and because of the palette limitations. The backgrounds however are easier to rip from.

According to information on the CPCWiki, the sprites are also stored upside down that is a common trait with some developers and apparently the graphics technique also used in the ZX Spectrum.

Messed up on the tile viewer

At first glance, they might look rippable but then you notice that the character does not resemble what is on screen having lines that face the other direction in the tile viewer and changing it to reverse doesn't fix the sprites. Looking at Crystal Kingdom Dizzy, it might be either an endian issue or slightly compressed. Match Day and Track and Field have the same issue since they are done by the same developers.

Arkanoid 2: Revenge of Doh (The Vanus Spaceship and some of the sprites are messed up however the blocks and powerups aren't)
Commando
Crystal Kingdom Dizzy
Dynamite Dux
Match Day
Track and Field

No sprites in the tile viewer

Some games just do not use sprites at all so they don't appear in the tile viewer. This also makes Target Renegade hard to rip because of overlapping characters of the nature of the beat em up genre. These exclude games that use vector graphics, raycasting, text based adventure games or other non-raster graphics games e.g. Star Wars or Hard Drivin'.

Football Manager
International Karate + (IK+)
Rally 2/Grand Prix Rally
Saboteur
Target Renegade
Wonder Boy

Genesis

While a lot of the Genesis library have already been ripped excluding many of the sports games, there are some high profile games that have problems ripping. A few of these are on the site but not all.

Adventures of Batman & Robin

Being a late Genesis game, it uses various programming tricks and is considered one of the most technically impressive games on the console. The ROM is compressed. All of these makes it a challenge to rip the game and it does not help that the game is hard too.

Comix Zone

A Sega 1st party game done by Sega Technical Institute and is a late Genesis game pushing some limits. What makes this hard to rip is that the ROM is completely compressed and ripping from the game is hard. Why? The characters have many poses, some that are situational and timing on certain poses is also tricky to trigger. When captured via screenshots, the sprites leave a shadow that is not part of the sprite and may have another sprite overlapping. When tile ripped using a tile viewer in an emulator, they are not easy to assemble either and only load one pose at a time. A few have tried to rip from this game however the sheets are either incomplete or just stopped progress.

The game apparently uses a form of LZSS compression however this is undocumented and no one so far as figured it out.

Virgin/Shiny Games

The games in question are Mick and Mack: Global Gladiators, Aladdin, Earthworm Jim 1 and 2, RoboCop vs The Terminator and The Jungle Book. Due to Dave Perry's programming, the sprites are stored in a nightmare fashion in the ROM with pieces being all over the place and also hard to assemble so you would have to capture them via an emulator. Some of these games also have a lot of poses depending on which character you are ripping.

Rip Sprites Mame Rom

Some of these have been ripped though mainly because of dedication of the rippers and ripping projects.

Desert Strike/Jungle Strike/Urban Strike

These are all grouped together as they are part of the same series and all 3 games use a similar engine. The ROM is even worse than the Dave Perry games since at least you can make out something that resembles a character rather than a complete mess so tile ripping is almost impossible. There are also a lot of poses for the helicopter and the enemies due to the various directions that you can go.

Rip Sprites Mame Emulator

Please note that these affect the original versions done by EA (as well as High Score Productions and Foley Hi-Tech) and not the other versions of the game that are on other consoles that might have different art styles. There is also the Super Strike Trilogy on the Sega CD that might have extra sprites however chances are that it has the same problems as the cartridge version.

SNES

Clay Fighter and Clay Fighter 2

While many SNES games aren't compressed or if they are they use a known format, these two games are one of the few exceptions so a tile viewer can't be used for this game. It uses an unknown compression format. The game is also a fighter, a genre known for many animations to be used. Some emulators also have problems displaying the game too. It might be possible with vSNES using savestates however it would require patience.

Unstable Games

Rip Sprites Mamet

Sometimes even capturing sprites can be problematic if the game is known to be crash prone. While it is common for 6/7th generation games onwards to crash due to various factors, older games are more stable even though sometimes bad/rushed programming can affect the stability of the game. Please note that this references gameplay rather than doing tricks to purposely crash the game and also does not list games that can crash on some emulators (e.g. Thunder Force IV crashing at the end of Stage 1 Boss).

Rip Sprites Mame Download

Pitfall: The Mayan Adventure (32X)

Pop & Chips (Super Cassette Vision)

The game was not dumped properly and will crash if the player does not collect the little character that comes out of the fruit.

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