This program I just finished writing extracts the palette data from a SNES9x version 1.53 save state file, and puts it into another file at the offset that it would be in a ZSNES save state file. The output file is given the extension ZST so that SNES graphics hacking tools that use ZST files for acquiring the palette data will actually load the file that my program outputs (they usually check file extension and reject any file that doesn't have the ZST extension).
Download it from:
http://www.mediafire.com/?kp22jecw3o9k4eeThis is a very useful with BS Satellaview games, as the current version of ZSNES has trouble loading these. When ripping sprites you need the color index data (the actual pixel array) but also need the palette data. Therefore it is essential that you have a ZST file from even the Satellaview games, if you want to rip sprites. This presents a problem when you find that ZSNES is refusing to load the game even when the BSX BIOS file path is correctly set in the ZSNES settings (a bug that I find that the current version of ZSNES has), yet at the same time common graphics hacking software will only accept ZSNES's save state files. My program allows you now for the first time ever to get the palette data from Satellaview games or any other games that the current version of ZSNES won't run properly. Now all these games can finally have their sprites ripped.
To use this program, just load the game in SNES9x 1.53 and hit shift+f1 (or any other f-key). Start my program "SNES9x1.53 Save File to ZST Palette Converter" and just drag-drop the SNES9x save state file onto the window of my program. It will automatically generate a ZST file containing just the palette, and at the file offset within the file for the ZSNES saves state file format. Keep in mind it is JUST a palette dump and contains no other game data and therefore isn't a complete ZST save state, and will not work as a save state in ZSNES (attempting to load it will likely cause the game rom to crash because it won't load proper state data for the game).
In the game graphics ripper called YYCHR, press f12 to get the load emulator save state dialog box (it calls it generically an emulator save state but it is actually only capable of loading ZST files for SNES games, no other SNES emualator save format is recognized). When that load save state dialog box is open, just select the ZST file that my program generated and load it. It will now load the palette. Make sure the PAL button is pressed next to the palettes on the main window of YYCHR before doing this. It won't have any effect on the palette if the PAL-SET button is pressed instead (however it will still have loaded it in "behind the scene" and if you then press the PAL button you will get the correct palette).
This "palette" is actually a set of 16 palettes (16 colors each). With this loaded in YYCHR, click on any one of the 16 rows of colors (each row of colors is one palette) to select that as the current palette, and watch how the colors change in whatever graphics are on the main graphics screen at the time. If you have a rom loaded and have found the sprites you want being displayed on the screen, click on each of the 16 palettes until you find the one that causes the sprites to have the correct color, then go to the file menu and select save bitmap to save a BMP file sprite sheet.
Get YYCHR from the "download file now" link at
http://www.romhacking.net/utilities/119/This version requires .net Framework 3.5 is installed on your computer. If you don't have it, use the previous version (it doesn't require .net Framework at all if I remember correctly). Download the latest non-net-framework version from the "Download YY-CHR version 0.99" link at:
http://www.smwiki.net/wiki/YY-CHR