GOAL

Use this data and a bunch of money to commission a full spritesheet of Ruecian/Doll Master

Specifically Ruecian in his purple form (tho how much the wings will be spread I don't really knows)

The anims I wanted that don't have Ruecian in his purple form WILL have to be converted to his purple form if they are to be used

Aiming to pay up to $9400 for the whole thing, but I don't have any specified timeframe.





Sample Illustrations

(Click on the arrow here or this line of text to access them)

Streamable vids of anim references

Click on the arrows to reveal streamable video for each corresponding animation


Some rotating frames of Ruecian

Rotating Idle Frame (purple non-winged form)
Rotating Idle Frame (Doll Master getup with big hand)
Rotating Idle Frame (Doll Master getup without big hand)
Rotating Idle Frame (purple winged form)
Rotating Walk Frame (purple non-winged form)
Rotating Attack Frame 1 (purple winged form)
Rotating Attack Frame 2 (purple winged form)
Rotating 'Gesture' Frame (Doll Master getup with big hand)
Rotating Fire/Cast Frame (purple non-winged form)
Rotating 'Heavy Swing' Frame (purple non-winged form)
Rotating Winged Dash (purple winged form)
Rotating Crouching/Downed form (purple winged form)
Rotating Doll Master Mask

Ruecian Anims


Rue Anims


Pollywog Anims


Gameplay References




Ripping shenanigan notes

I took me a couple months just to figure out how to export the models from Threads of Fate/Dewprism like this, and I still don't really know how textures are loaded for the models. I just use VRAM and the texcoords for the faces of the models to get the textures right.

I also store the resulting model data, which contains the base faces as well as the vertex position of EVERY vertex for EVERY frame of every animation stored for the model, and the respective PS1 VRAM used is still stored in a separate file anyway.

The problem is that when I started ripping models like this, there seems to be a set of model data in the game binary dedicated to 'gameplay' models and another set dedicated to 'cutscene/nongameplay' models?

I thought the gameplay side was the only set since I can use the No$PSX memory editor to make one of Rue's transformations turn to other gameplay models he can't normally turn to, with stable enough results, and I can turn into all of Doll Master Ruecian's forms like this

Sometimes the game softlocks if you try to attack with a non-standard transformation with no defined attacking animation, but whatever

But then I try to find data for Ruecian's non-winged purple form and run into the issue of that not being in my form index notes, and turned on debugging for CDROM reads, and went into Rue's intro cutscene where that form is mainly used, only for the sector indexes read to be nowhere near those for the gameplay models, and used my exporter to export from the running No$PSX process, after modifying it a bit to not be so anal in checking for valid data, and got results that rendered correctly with the correct respective VRAM data...

Which is good news in that I got something and bad news in that there's another set of model data outside the realm of what I've been focusing on this whole time.

And there's like multiple copies of Ruecian's forms in that new set of models, where the main difference seems to be different animations, which added a bunch of wrenches to the whole thing.

Due to the multiple models issue, and with different VRAM, I have cases where certain animations with certain forms of Ruecian has color differences.

This is notable with the purple form of Ruecian without the wings around (Like the walking animation which is taken from the model mainly used for the purple winged version used as Rue's penultimate boss fight for some reason, so that anim has less bluish colors from most of the other anims with the purple non-winged form).