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SNES Extraction Script
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PostPosted: Mon Aug 28, 2017 1:46 pm
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Even the Mac version had some "pixellation". I remember seeing the lack of fine-tuning regarding the bottom of the flag sprite ... and then doing the rest of the work myself. It's actually found in my WolfDX release, IIRC.
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PostPosted: Mon Aug 28, 2017 1:55 pm
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Mac and Jaguar had the same non-weapon sprites, so yeah, I agree. Schabbs' feet were also quite low-resolution, as where the feet of the dogs.

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PostPosted: Mon Aug 28, 2017 3:46 pm
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Unfortunately, this is often what happens with commercially-released works. Only so much time and money is allowed for graphics, so once the limit is reached, the work as a whole is pretty much out the door unless the project's deadline is postponed or the budget is increased.

If you have a good eye and mind for that sort of thing, you might scour through other games and pick up telltale signs of graphics that were changed at the last minute ... or where something complex in the imagery was abandoned for a simpler design. It's more common in mainstream companies than it is in independent ones like Id.
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PostPosted: Tue Aug 29, 2017 4:11 am
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Yeah, it's true. Commercial stuff does tend to get rushed. I get it, however, because when I released Extreme Wolf3D v1, I desperately wanted to release it for May 5th, at any cost. However, on may 5th 2022, it will be quite an anniversary! 30 years! (And 41 years if you count Castle Wolfenstein).

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PostPosted: Sat Sep 16, 2017 1:29 pm
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I would just like to state, that in sprites 65 to 68, the top of the Ubermutant's head is chopped off and added on the bottom. Just sayin', in case this causes headaches in the future.

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PostPosted: Sat Sep 16, 2017 5:49 pm
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Like you said - commercial stuff does tend to get rushed. Smile
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PostPosted: Sat Sep 16, 2017 8:29 pm
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Sigma64 wrote:
I would just like to state, that in sprites 65 to 68, the top of the Ubermutant's head is chopped off and added on the bottom. Just sayin', in case this causes headaches in the future.

Thanks for letting me know. I actually see that happening in a lot of the boss sprites. I'll have to see what's going on.

https://github.com/adambiser/snes-wolf3d-extractor/issues/4

Fixed and code has been updated.

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PostPosted: Sun Sep 17, 2017 5:36 am
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After I posted that, I realized that all sprites that used the top row of pixels had had it moved it to the bottom row.
[To Tricob:] It was an extractor error, not a sprite problem, although now I wonder how exactly the sprites were stored, for the top of the image to be moved to the bottom.

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PostPosted: Sun Sep 17, 2017 5:43 am
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Sigma64 wrote:
After I posted that, I realized that all sprites that used the top row of pixels had had it moved it to the bottom row.
[To Tricob:] It was an extractor error, not a sprite problem, although now I wonder how exactly the sprites were stored, for the top of the image to be moved to the bottom.


It was due to array wrapping. One above the top row become the bottom row of the previous column. Fixed now. Sprites are stored a way similar to the DOS.

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PostPosted: Sun Sep 17, 2017 1:06 pm
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Thanks, and by the way: GREAT job on this! It's excellent!

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PostPosted: Sun Sep 17, 2017 1:15 pm
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Sigma64 wrote:
Thanks, and by the way: GREAT job on this! It's excellent!

You're welcome. I'm glad that a few people are finding it interesting despite this port being pretty unpopular. Smile

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PostPosted: Sun Sep 17, 2017 1:25 pm
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I enjoy these sprites thoroughly! I started using a "blood particle" system just so I could use the (bloodless) bosses in my mods!

By the way, just an arbitrary fact I found out: In symmetrical sprites in the Jaguar version, enemies have only 2 walking frames. Presumably this is one of the reasons that the SNES Schabbs was used as the base for the High-Res-Ification, so the blood-stains would not result in memory loss (However minor).

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PostPosted: Sun Mar 18, 2018 5:00 pm
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Hi,

I just registered to this board because my brother found this cool Wolfenstein 3D SNES extractor script.
It worked on both betas, the japanese and US version without problems. I did not tried the PAL version.
I was not able to get it to work on the Mac with High Sierra. It never let me choose a rom.
On PC it was no problem.

As we all know the SNES Version is cencored very much.
I have played this game back then as a kid on my SNES and if you also know the PC version the cencoring really sucks.
With the decompressing script I was able to dump all textures. I checked them out and well what can I say.
They really looked very bad. On mac the textures are 128x128 and on PC 64x64.
For SNES the textures are 32x32.
The bad thing is, that most of this textures were only simply scaled and lots of them are not properly reworked.
With such low resolution it is important to hand optimize them otherwise you are loosing much detail.
Also there is the censoring.
I took a bit time and reworked 40 textures so that they look good.
I also uncensored them. For my work I only used original material form the Mac/Dos and SNES versions.
Some textures are now the best of all three worlds.
Here is a example:



The main purpose for my work was that I always wanted to do a Wolf3D SNES Uncut version.
Like 12 years ago I was looking into the rom with a tile viewer.
I found some GFX but the interesting stuff must be compressed or so.

The scriped worked very nice for extraction but is there also a way to inject everything back into the rom?
The extractor script outputs everything in PNG but my guess is that it first extracts bin files from offsets and then convert them.
Is there a way to turn the PNGs into bin files again for injection?

Also I also would like to replace the censored Sprites.
That rat is so stupid for example.
The Betas contain allmost all original uncut sprites.
Could that be exchanged?

What compression routine the game uses to store the textures and sprites?
Would be cool to have the script working both ways Smile
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PostPosted: Sun Mar 18, 2018 5:24 pm
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Hi Fire-WSP and welcome to the DHW forums.
I don't have a Mac, so I am unable to try the script on it. Did it give any sort of error? Are you able to run the script in a console similar to the Windows command prompt and post the output?

Textures are not compressed and sprites are compressed very similarly to how they are compressed in the DOS version.

Importing graphics into a ROM is more difficult to do. ROMs have a size constraint and I don't recall how much, if any, extra space there is around the sprites that could be used for data. If there is no extra bytes around the sprite data, then imported data would have to compress to the same size as the existing graphics data. If there is some extra room in the ROM, then there's more flexibility.

I don't recall exactly how much of the ROM structure I figured out and what else would be needed in order to import, but I was more interested in extraction, not thinking people would be interested in modding the ROM since maps would be even more difficult to edit since in addition to the space constraint, their structure is different. (Blzut3 may have something for compiling maps, I don't know.)

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PostPosted: Sun Mar 18, 2018 5:59 pm
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Well I am just interested in the GFX part. I don't want to change the maps Smile
in which format are the wall textures stored?
I just tried to check them with tile molester but I have no idea which codec
(8bit Planar/linear or 4Bit...)
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PostPosted: Sun Mar 18, 2018 10:33 pm
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I used TileGDD to find everything in the ROM that was graphics related.
Textures are 8-bit linear, but you need the palette, which you'll probably need to extract since it's stored in the SNES palette format which your program may or may not read (TileGDD does not).

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PostPosted: Mon Mar 19, 2018 4:08 am
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TileMolester can use a PAL.
So the wall textures are not compressed, that is good to know.
The Sprites are propably a different matter.
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PostPosted: Mon Mar 19, 2018 2:20 pm
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Good news!
I am able to import the wall textures with TileMolester.
That part is no problem and it looks cool in the game.
There is also no problem with sizes or so. This is only important if the gfx was compressed.
Then it is important that the recompressed GFX is the same size or smaller.
If you need more space the wohle matter would need a hack. But that is not required here.

The problem with the new wall textures is that for some reason on the maps they have often wall textures mirrored.
That of course looks not so nice with the symbols.
They propably didnt care about that since there were no symbols anyway.
This is something for the task list Very Happy In the PC version of W3D can the sprites be mirrored or can be controlled how they should be?

Also the properly reworked wall GFX makes a little difference too. I am happy that my work was not useles ^^
It should look cool on a real CRT TV.

Now I would like to tackle the sprites
You said you were able to find all GFX stuff with TileGDD.
Does this also apply for all the enemy sprites?
I just need to know what and where to look for and in which format they are.
A palette is no problem at all since I can use a ZSNES save state for this.

I have seen things like Mission Briefing screen or title screen already.

But there is already some progress

Thanks for help Smile
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PostPosted: Mon Mar 19, 2018 2:31 pm
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Correct, walls are not compressed and are therefore not a problem. Replacing them is not difficult.

Yes, I found all graphics using TileGDD, but none were as simple to see as the walls were. The text, for example, was found by looking at the bit data, not 8-bit. I used HxD, a hex editor, to see how things were stored and try to find memory pointers, etc.

In addition to the sprites, images are stored several different ways and I don't know if these are standard SNES formats (I think some are) or specific to the game.
https://github.com/adambiser/snes-wolf3d-extractor/blob/master/extractor/entrytype/image.py
The overhead map symbols used a format I called "PLANAR_8BIT"

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PostPosted: Mon Mar 19, 2018 2:34 pm
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Have seen the map symbols too already. I am after the Soldiers Very Happy
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PostPosted: Mon Mar 19, 2018 4:20 pm
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Well, sprite information is read at https://github.com/adambiser/snes-wolf3d-extractor/blob/master/extractor/roms/wolfenstein_3d.py#L150
I think the extraction process gives the offsets to the sprite pixel data.

I am working on other stuff at the moment and don't have any free time to dedicate toward this. Sorry.

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PostPosted: Wed Mar 21, 2018 5:14 pm
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Okay guys, here is my first patch for the SNES Uncut Version of Wolf 3D.
https://www.dropbox.com/s/s8flsw7b1xrf5xv/Wolf3D%28USNTSC%29WallsUncut.zip?dl=0

Use this ips file on the latest NoIntro US rom of Wolfenstein3D.
This replaces all the censored Walls.
Most textures have been cleaned up and optimized for a 32x32 resolution.

Thanks to Adam Biser for the infos and the cool script.
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PostPosted: Wed Mar 21, 2018 8:16 pm
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Cool. If I get the chance to dig around in that code again, I'll look at what's involved to replace sprites a bit closer. It's just not something that I had expected anyone to want to do given how poorly received the SNES version was.

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PostPosted: Thu Mar 22, 2018 4:05 am
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I was somewhat interested in doing this, but I didn't want to present an overly large task for anyone.

Nonetheless, this is a great idea. After this, we only need a Jaguar conversion, and we'll have covered everything!

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PostPosted: Thu Mar 22, 2018 5:13 am
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Well Wolfenstein on the SNES is actually a solid Game, also if you think about the fact that they squeezed all that into just 2 Megabytes.
Yes, it has different Levels and several changes but it is solid and good playable. Also the typical SNES Mode7 look is fancy.
I used to play this as Kid for hours. We had no PC that time.
This came a bit later and so I learned about the Wolf3D PC version also a bit later.
It soon became appearent that the SNES version was censored very much but till this day I like this version a lot.
It is just the censoring and this is something I always wished to be gone.
That Censorship is also one of the biggest reasons, why the game was so poorly received.
Now I am able to remove some of it myself and that is a good start.

@Adam Biser Romhacking on the SNES and in general also on other platforms is nothing unusual.
There is a whole website for this and this exist already for a very long time.
https://www.romhacking.net
There we have also a topic ongoing.
With the SNES Mini Classic release last year, people are very interested in SNES games in general
right now. Also because you can copy basically any game to the mini by now.
In fact that was also the reason I looked into this again and then my brother found your script.
In its current form I can not use it for hacking the rom but it gave a lot of valuable information on the GFX and where it is stored.
Also that there is no compression involved which is good and makes the whole thing easier.
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PostPosted: Thu Mar 22, 2018 12:13 pm
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@Sigma64: Jaguar extraction is on my distant TODO list.

@Fire-WSP: I know people hack ROMs. The extractor supports a few of the hacks. I used some hardware and hacking resources to figure out how things were stored, like palettes and sounds, since the SNES has its own way of doing some things.
I've added SNES importing to my distant TODO list. It'll probably have to be a new project, though. Not sure if I can work it into the current UI or not.

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PostPosted: Thu Mar 22, 2018 2:10 pm
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Sigma64 wrote:
Nonetheless, this is a great idea. After this, we only need a Jaguar conversion, and we'll have covered everything!
Technically, it's half-done, as we have the Mac-enstein 1st, 2nd, and 3rd Encounters. All that's really missing is the music. A Jaguar "conversion" has sort of been on my to-do list for a while, but it involves getting my Dev C++ compiler up and running again. But getting the "Monster" YouTube video done and uploaded is a higher priority for me right now; people will probably be curious about the tune when it appears in the MMC update. The tune involves the novel I wrote from 2015 to 2017, oddly enough.
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PostPosted: Thu Mar 22, 2018 7:42 pm
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The Jaguar ROM actually has an embedded WAD file containing the sprites, sounds, walls, maps, etc. SLADE can open the extracted WAD, but doesn't view the entries properly (except the main palette).

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PostPosted: Sat Mar 24, 2018 10:12 am
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I had heard something about that. It's interesting to see the ways that they re-made the Wolf3D engine, after DOOM.
By the way, this seems to work quite well for extracting the resources:
https://github.com/Oppen/WolfExtractor
I haven't been able to extract Mac-Wolf3D with it, but I did extract the Jaguar assets!
One peculiar problem, however, is that the "GUTEN TAG" sound is repeated 3 times, at a high frequency, in the time it should have taken to say one "Guten Tag". I presume this has something to do with a peculiar form of compression, but I did find the Jaguar Wolf3D sounds, un-skewed, here, on the ZDoom forums. https://forum.zdoom.org/viewtopic.php?f=37&t=37740

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PostPosted: Wed Apr 04, 2018 3:48 pm
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Fire-WSP wrote:
Okay guys, here is my first patch for the SNES Uncut Version of Wolf 3D.
https://www.dropbox.com/s/s8flsw7b1xrf5xv/Wolf3D%28USNTSC%29WallsUncut.zip?dl=0

Use this ips file on the latest NoIntro US rom of Wolfenstein3D.
This replaces all the censored Walls.
Most textures have been cleaned up and optimized for a 32x32 resolution.

Thanks to Adam Biser for the infos and the cool script.



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No new posts The Game That Started It All...Wolfenstein 3D
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Hair Machine View latest post
 
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