An exhaustive look at extracting graphics from PS1 and PS2 games

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  • เผยแพร่เมื่อ 27 พ.ย. 2024
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ความคิดเห็น • 29

  • @Justachamp772
    @Justachamp772 9 หลายเดือนก่อน +6

    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.

  • @sergiosala640
    @sergiosala640 2 หลายเดือนก่อน

    What an absolute gem of a video.

  • @arturwelp1877
    @arturwelp1877 หลายเดือนก่อน

    Wow, this was a very good explanation. I am really struggling with filesystems and how to decode them, also fighting with the debugger and profiler. I would really appreciate a more in depth video on decoding the filesystems

  • @vervalkon
    @vervalkon ปีที่แล้ว +6

    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!!

    • @hilltopworks
      @hilltopworks  ปีที่แล้ว +2

      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.

  • @sceKernelDestroy
    @sceKernelDestroy ปีที่แล้ว

    1:23:04 lower left corner "(VERSION ❤)"
    Great video! Thank you for sharing your experience and insight!

  • @blacksunshine7485
    @blacksunshine7485 ปีที่แล้ว +4

    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.

  • @Gigahawk-sv4zt
    @Gigahawk-sv4zt 2 หลายเดือนก่อน

    Timestamps:
    00:00:00 Intro
    00:01:23 Extracting for beginners
    00:01:49 Extracting files from the game disk
    00:02:47 Identifying image files by extension
    00:03:05 Viewing/converting images with Noesis
    00:03:34 Searching for PS1 image files with jPSXdec
    00:04:13 Searching for PS2 image files with Game Graphic Studio
    00:04:56 Additional tools for working with TIM/TM2 files
    00:05:35 Limitations
    00:06:17 Beginner Epilogue
    00:06:57 Advanced extracting
    00:08:04 What is a 2D graphic?
    00:09:02 What is a color?
    00:11:40 Color depth
    00:13:54 Color palettes
    00:15:29 Non-paletted/direct color images
    00:16:50 Color storage format
    00:18:34 Image storage order
    00:19:41 Image data in a hex editor/size calcs
    00:23:21 Hex data "aspect ratio" vs pixel bit width
    00:24:16 PS1 rendering pipeline
    00:25:53 PS1 VRAM/framebuffer
    00:29:17 Rendering a single PS1 graphic
    00:31:23 Viewing PS1 VRAM in PCSX-Redux
    00:33:57 A closer look at the TIM format (PS1)
    00:35:29 TIM ID
    00:36:09 TIM FLAG
    00:38:33 TIM CLUT
    00:41:05 TIM CLUT entries
    00:43:55 PS1 Semi-transperency processing
    00:45:19 PS1 Semi-transperency modes
    00:46:51 Converting PS1 colors to standard 24bit colors
    00:48:09 TIM PXL
    00:50:28 TIM PXL entries
    00:51:40 The sad, dirty truth about TIMs
    00:52:52 Converting a TIM image
    00:54:46 TIM2 (PS2 image format)
    00:54:57 TIM2 magic line
    00:56:30 TIM2 header 1
    00:57:29 TIM2 header 2
    00:58:51 TIM2 header 3
    00:59:12 TIM2 header 4
    00:59:48 TIM2 CLUT Color storage mode
    01:01:21 TIM2 CLUT swizzling (CSM1)
    01:02:57 TIM2 alpha channel
    01:03:55 Converting a TIM2 image
    01:04:38 Injecting an image
    01:06:44 Why not modify the palette?
    01:07:16 Modifying the palette
    01:08:08 Why not create the palette ourselves?
    01:08:39 Why bother learning TIM/TIM2?
    01:09:01 TIM's shortcomings
    01:12:26 Ripping other image formats
    01:13:45 Identifying PXL sections
    01:14:01 Using 010 to visualize image data
    01:15:21 Using Tile Molester to visualize image data
    01:17:38 Identifying CLUT sections
    01:19:14 Non-TIM Example 1: Kowloon's Gate
    01:20:08 Non-TIM Example 2: Maid & Machinegun
    01:22:09 TIM Example...with a twist: Harmful Park
    01:24:14 Building VRAM (PS1)
    01:25:45 VRAM Texture Pages (PS1)
    01:26:44 No$psx GPU debugger (PS1)
    01:28:27 Decompilation
    01:29:19 Racing Lagoon, the Nightmare Scenario
    01:33:31 Questions?
    01:34:41 Patron shoutouts

  • @rrrfrdd4497
    @rrrfrdd4497 ปีที่แล้ว +2

    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.

  • @goob8945
    @goob8945 10 หลายเดือนก่อน +1

    Awesome video, I hope to be cracking open some games! Thanks for your work

  • @theamazingpuggsy387
    @theamazingpuggsy387 ปีที่แล้ว +2

    That is a wonderful video.
    I would love to see a decompilation tutorial

  • @rzhumen882
    @rzhumen882 ปีที่แล้ว +2

    Splendid work! PS1 TIMs is more complicated than PS2. I'd like to learn more about PS2 vram and disassembler stuff

  • @JustinDoesntLookAt
    @JustinDoesntLookAt ปีที่แล้ว +3

    Legend

  • @mattsephton
    @mattsephton ปีที่แล้ว

    I watched it at 1.25x, so great, thanks for spreading this knowledge.

  • @joyoyoj
    @joyoyoj ปีที่แล้ว

    I appreciate this so much :')

  • @DEMENTO01
    @DEMENTO01 ปีที่แล้ว

    thank you for all the work you do!

  • @iluvsyphonfilter
    @iluvsyphonfilter 8 หลายเดือนก่อน

    The best video on this topic! Do you mind making one related to 3d models?

  • @Direct-Handler
    @Direct-Handler ปีที่แล้ว

    Great content as always.

  • @carlosiagnecz
    @carlosiagnecz 4 หลายเดือนก่อน

    Racing Lagoon is so unique of a game it practically abused vram... that's crazy

  • @YiyaMurano_deMontserrat
    @YiyaMurano_deMontserrat 11 หลายเดือนก่อน

    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

  • @penguino118
    @penguino118 ปีที่แล้ว

    Do you have any suggestions for cracking non-bitmap PS2 textures?

  • @nonox46
    @nonox46 ปีที่แล้ว

    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 ?

  • @noteyoong8294
    @noteyoong8294 7 หลายเดือนก่อน +1

    Good video! May I know what paid software you are using at 1:14:02 ?

    • @hilltopworks
      @hilltopworks  7 หลายเดือนก่อน

      The hex editor "010"

    • @noteyoong8294
      @noteyoong8294 7 หลายเดือนก่อน

      @@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 🙏

  • @nickst2797
    @nickst2797 4 หลายเดือนก่อน

    Can you extract 3d models as well?

  • @adams4244
    @adams4244 ปีที่แล้ว

    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.

  • @Pridetoons
    @Pridetoons ปีที่แล้ว +7

    Can you teach us how to rip the Japanese text out of GBA, PSP, PS1, and PS2 games? 😢

  • @echeandroid6829
    @echeandroid6829 ปีที่แล้ว

    Bác tên Tùng à ?